User:Meian

86 editsJoined 22 October 2020

Venom's balls

No elec

P

Single

  • 5P ball early into
  • Throw/Low mixup cuz ball goes over em crouching.
  • 5P ball as its set into
  • (Dash)Jump gapless blockstring
  • Dash block (bait dps) delay buttons
  • Dash tk MS/low
  • Tick throw
  • Set another ball (usually S set 2S loops)
  • Walk back 5P iad jS for ambiguous left right

SP

Dash 5P to hit both balls, S one will hit them and after that you can press a button to combo (usually a low) or dash and tick throw them, you can also leave the gap for if they press but it's often jumpable.

DP

Gimmicky set, 5P the first ball and tp behind them (if not too far) to bait dps and some other moves. The problem is the P ball is either hit too early and whiffs on crouchers leading to some issues or is hit too late and is jumpable. If you want to be greedy you can run the high low mixup from this teleport but it's mashable.

K

Single

  • jK/S/late jH into high low
  • dashjump jK up close for crossup high low (jS generally whiffs)

HK

Corner elec ball PS but for normal balls, the go to from corner KDs, 5P the ball then jS into high low. Much like any other double ball jX set, it's tight and won't work from too far.

S

Single

All P ones apply but 2P the ball for lowest height, beating some low pros. You usually should use this over P ball every time you plan on only setting one normal ball, but there are sets below that are arguably direct upgrades, with the only benefit of S over the others being that because its so far back, its better for close oki since you can hit it earlier (almost never an issue)

PS

A cleary worse version of the elec ball PS, it's completely jumpable in the corner or so close you don't get to string one ball into the other, goes to show how limited double ball high low oki is.

H

Single

  • Teleport jH (jS if too close making it crossup) Safejump. You can sji the tp via tk to be able to safejump jH from both sides.
  • Dashjump jH high low, only from the furthest of KDs, not too useful
  • SJI teleport jS fuzzy (only from crossup)
  • Ambiguous tp mix at around mid range

PH

Dash 2K jH for high low, gapless but tightd

KH

  • Same setup as PH but with 2P, easier to make gapless but doesn't cover low pro, still weak to ib much like PH

D

Single

Equivalent to S most of the time but you also get to hit the ball even lower for even more anti low pro at the cost of frame advantage. From afar you have to hit it with 2K so its not jumpable but the frame advantage will be worse. More often than not S set will be enough height but you can use this over S set with almost no drawbacks, in fact it is summoned a bit more forward making some okis airtight where S set wouldn't work (this also applies to P set)


P~D

Single

Similar advantages to S sacrificing a bit of height for it being the most forward single set you can 2P. Using this one along with D set should cover any situations that P and S cover and more.

KP~D

Similar to SP but with some flaws from normal balls.

* The first ball hits higher so its weaker to low pro.
* The first ball is also a bit closer to you, making it way harder for it to catch jumps

As for advantages, the balls are a little closer together allowing you to press 2K between them and make it completely gapless/combo

K~D

Single

  • Dashjump jK/S/H for when the opponent is farther away and normal K ball doesn't hit directly below them to prevent low profile moves from dodging the ball.

HK~D

The secret tech double ball set that people might want to start doing, 2P H ball and instantly dashjump jS for a completely gapless high low mixup, budget KH oki with no elec balls needed, but weak to being ib'd or just you failing the tight execution check to make it all gapless, but gets easier the further away they are.

S~D

Single

Ok I lied this is the furthest forward single set you can 2P, but it doesn't fill the same niche as the others.

  • Early 5P like with P ball is sorta better with this set as the ball is further forward helping prevent jumpouts better.
  • jK high low (tricky and useless for single sets)
  • Ambiguous tp safejump mix from close KDs

PS~D

Read KS~D, this one truly shines with elec balls and there's none here

H~D

Single

  • Ambiguous tp safejump mix from far KDs
  • Overall the best safejump tp ball since you get to safejump both point blank and the furthest out of any single set