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| CH sDBC > dSet > {{clr|3|2S}} > hSA Feint > Dash {{clr|3|c.S(1)}} > {{clr|2|6L}} > sCR > Dash {{clr|2|6K}} > h~dSet > Dash {{clr|3|f.S}} > xDBC > xSet || Midscreen || 264 (KY) || x || TBD, KY || {{clr|5|Very Hard}} || [https://twitter.com/BadoorSNK/status/1394613460022005761?s=20 Swag.] Niche, maximalist, extremely cool CH DBC combo. | | CH sDBC > dSet > {{clr|3|2S}} > hSA Feint > Dash {{clr|3|c.S(1)}} > {{clr|2|6L}} > sCR > Dash {{clr|2|6K}} > h~dSet > Dash {{clr|3|f.S}} > xDBC > xSet || Midscreen || 264 (KY) || x || TBD, KY || {{clr|5|Very Hard}} || [https://twitter.com/BadoorSNK/status/1394613460022005761?s=20 Swag.] Niche, maximalist, extremely cool CH DBC combo. | ||
This is not a combo that is expected to be in your repertoire, even at a very high level BUT it is emblematic of how creative you can get with CH DBC, and have it be worthwhile. | '''This is not a combo that is expected to be in your repertoire,''' even at a very high level BUT it is emblematic of how creative you can get with CH DBC, and have it be worthwhile. | ||
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Revision as of 08:23, 20 May 2022
Venom Specific Notation
Notation | Full name | Alternatives | Meaning |
---|---|---|---|
xSet |
Ball Set | 214X |
X will be substituted for whatever ball set is necessary. If any ball set works, it will just say xSet. |
x~dSet |
Alternate Ball Set | 214X~D |
Indicates use of specific alternate ball sets/formations. |
Basically, any specified Ball Set/Dubious Curve requires that ball, but an unspeficied Ball Set/Dubious Curve means anything goes, and you should think about what you want to do for oki.
Combo List
Damage values are listed on Sol, unless otherwise specific -- mostly in cases where the combo in question does not work on him.
Damage values listed for combos with interchangeable/optional combo parts assume the highest damage variation unless otherwise stated.
Beginner Combos
Below are the most basic and essential Venom combos. These combos work on (nearly) any opponent, and are very versatile, and most importantly, uphold his okizeme, which is where Venom will earn most of his damage, pressure, and corner carry.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
(2K) > c.S(2) > 2S > 2D(2) > xSet | Everywhere | 71 | ~11 | Everyone* | Very Easy | Any sort of gatling into a knockdown; damage is unimportant because this establishes oki.
2D(2) will not connect on Chipp in most situations; cancel 2D(1). |
(2K) > c.S(2) > 2S > 5H > xDBC | Everywhere | 94 | ~15 | Everyone | Very Easy | 5H's stagger is required to combo into Dubious Curve on grounded normal hit. |
Core B&Bs
This series of combos work on more or less the entire cast, and provides a good blend of damage, corner carry, and oki, with several variants providing different levels of ease and stability.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
(2K) > c.S(3) > 6K > xDBC > xSet | Everywhere | 80 | ~12 | Everyone* | Very Easy | Basically the bare minimum. Grants one charged ball and one normal ball.
Delay 6K > Dubious Curve on ABA specifically; fastest timing will OTG her. |
(2K) > c.S(3) > 6K > sCR > Dash 6K > xDBC > xSet | Everywhere | 113 | ~18 | Everyone | Easy | Stronger core B&B combo, stable and better in every way. Be sure to learn c.S(3) > 6K > sCR.
Can omit the dash if you're facing right into the corner. |
(2K) > c.S(3) > 6K > sCR > Dash 6K > h~dSet > Microdash > f.S > xDBC > xSet | Everywhere | 137 | ~20 | Everyone | Hard | Slightly more unstable on certain characters with high mid-combo hurtboxes, but is basically universal. Optimal. |
(2K) > c.S(3) > 6K > sCR > Dash 6K > h~dSet > Dash f.S > FB DHM | Everywhere | 148 | ~-5 | Everyone | Hard | Guarantees a knockdown off of iffy spacings, missed dashes, or situations/characters where you know Dubious Curve will whiff. |
(2K) > c.S(3) > 6K > [sDBC > 2S]x2-3 > xDBC > xSet | Everywhere | 145 | ~17 | Everyone | Medium | The legendary Dubious Curve loop!
Damage listed for two-rep version. |
Specialized Routes
These combos only work on certain members of the cast, or are reliant on specific spacings/scalings, but offer some unique advantages, like allowing for a three-ball setup.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
(2K) > c.S(3) > 6K > xSet* > Dash 6P > xDBC > xSet | Everywhere | 83 | x | Everyone | Medium | First set needs to be out of the way of dash 6P; P, K, S, D sets are the easiest to work with.
Grants a three-ball formation. |
(2K) > c.S(3) > xDBC > sSet > 2S > xDBC > xSet | Corner* | 110 (KY) | x | Everyone* | Medium-Hard | Readily works on large/heavy/low characters, but requires high gravity scaling before the c.S(3) launch on lighter and smaller characters.
c.S(3) > Immediate xDBC: AB, JO, JU, KY, PO, RO, TE, ZA
Works midscreen on certain characters, but is universal in the corner any time c.S > xDBC works. Grants a three-ball formation. |
Anti-Air & Air-to-Air Combos
These combos are relevant to hits on airborne opponents.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
AA 6P > xDBC | Everywhere | 54 | x | Everyone | Very Easy | Basically the bare minimum to keep someone off you. Depending on the character, will not work from very far 6P hits. |
AA 6P > xDHM | Everywhere | 64/~73/~48 | x | Everyone | Very Easy | sDHM will reset to fullscreen, hDHM will lead to a nearby tech, FB DHM will lead to a knockdown. |
AA 6P > c.S(1) > 6H | Everywhere | 74 | x | Everyone | Very Easy | Basic anti-air conversion into a knockdown. |
AA 5P/6P > c.S(1) > 6K > sCR > Dash 6K > xDBC | Everywhere | 144 - See Notes | x | Everyone | Medium | Depending on the hit depth, spacing, and character, you can go for basically any of the B&B combos, from the simplest to most optimal hits.
Also works off anti-air c.S, though it doesn't have strong anti-air properties like 6P does. |
AA 6P > c.S(1) > j.KS > dj.SH | Everywhere | 94 | x | Everyone | Easy | The exact air string you use can vary, but this is a good, basic jump confirm from an anti-air that will knock down. |
AA CH 2H(1) > sCR > Dash 6K > h~dSet > f.S > hDHM | Midscreen | 165 (IN) | x | Everyone | Medium | 2H is an extremely niche anti-air, but effective against things like Baiken j.S and I-No's dives.
Very limited conversions on non-CH or both hits of 2H; go directly into xDHM. |
j.PPS > dj.SH | Everywhere | 77 | x | Everyone | Very Easy-Easy | Basic air-to-air for a knockdown. Any string works, just route into j.H.
Be aware that not all characters get hit by j.H the same, however, every character will get hit you are slightly above them, so prioritize that spacing. |
j.PSH > FB MS > Airdash > j.H | Everywhere | 107 | x | Everyone | Medium-Hard | FB MS can be used to floorbounce airborne characters for extension or combo stabilization; you can use your air actions afterwards to pursue more damage, a knockdown, or both.
This specific conversion is not hard, but awareness of these types of conversions is, broadly, difficult. |
Force Break Mad Struggle
Force Break Mad Struggle is the ultimate can opener, boasting 14f of startup and a massive launch on hit. It's the only move of its type in Venom's arsenal, so be familiar with the conversions possible from it.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
FB MS > Dash c.S(1/2) > 6K > sCR > Dash 6K > h~dSet > f.S > xDBC > xSet | Everywhere | 145 | x | Everyone | Hard | Simple B&B route.
Lower damage than a DBC loop conversion, but still does good damage and rebuilds far less burst. If the landing c.S > 6K > sCR is too hard or feels unstable, go for c.S > 6K > xDBC |
FB MS > Airdash > Whiff j.H > Land c.S(1/2) > 6K > sCR > Dash 6K > xDBC > xSet | Midscreen | 138 | x | Everyone | Hard | Side switch route. Only works from lower FB MS hits.
If the landing c.S > 6K > sCR is too hard or feels unstable, go for c.S > 6K > xDBC |
FB MS > (Dash) 6P > [sDBC > 2S]x2-3 > xDBC > xSet | Corner | 170 | x | Everyone | Medium | Very basic Dubious Curve loop. Pretty extraordinary setup-less damage for Venom.
Damage listed for three-rep version. |
Counterhit Combos
Venom generally lacks notable counterhit options. However, there are a few that are important to know, however niche.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
CH pDBC > s~dSet > 2S > hDHM | Everywhere | 148 | x | Everyone | Easy | CH DBC causes a substantial floorslide, which normally requires an air hit.
Lots of pickups are possible, and will depend on which DBC you hit with; this is just one example. |
CH pDBC > sSet > 2S > [sDBC > 2S]x2 > xDBC > xSet | Corner | 184 | x | Everyone | Medium | Example of using CH DBC's enhanced floorslide to begin a high-damage DBC loop. |
RISC CH FB MS(2)* > j.k~dSet > Land c.S(1) > 6K > s~dSet > 6H > DL xDBC > xSet | Corner | 240 | x | Everyone | Medium | Requires the guard bar to be 3/4 full or greater for the 2nd hit of FB MS to CH.
Delay the cancel on the 6H such that it occurs after the ball hit. |
CH sDBC > dSet > 2S > hSA Feint > Dash c.S(1) > 6L > sCR > Dash 6K > h~dSet > Dash f.S > xDBC > xSet | Midscreen | 264 (KY) | x | TBD, KY | Very Hard | Swag. Niche, maximalist, extremely cool CH DBC combo.
This is not a combo that is expected to be in your repertoire, even at a very high level BUT it is emblematic of how creative you can get with CH DBC, and have it be worthwhile. |
5D Combos
Venom has access to decent dust combos, as well as quite strong impossible dust combos that will grant corner carry and oki.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
5D > j.SH > dj.KS > tj.KSD | Everywhere | 105 | x | Everyone | Very Easy | Non-impossible dust; no knockdown. |
5D > j.SH > dj.KS > tj.SH | Everywhere | 102 | x | Everyone | Very Easy | Non-impossible dust; knocks down. |
5D > FD > j.D > dj hMS > xSet | Everywhere | 58 | x | Everyone | Easy | Simple, reliable, hard knock down. |
5D > FD > j.D > Land c.S > 6K > xDBC > xSet | Everywhere | 89 | x | Everyone | Medium | Heavily delay the j.D after the FD.
Basically leads into the B&B, very consistent and reasonably rewarding. |
5D > FD > j.D > dj hMS > 66 j.KSHD > Land c.S > j.KS > dj.SH | Corner | 121 | x | Everyone | Hard | Reasonable damage, but very weak oki owing to the j.H knockdown. |
Ground Throw
Venom has access to two types of throws:
- Hit the opponent while still in the ball - they will bounce off the opposite wall and return.
- Hit the opponent after they pop out of the ball - will behave like a normal air hit.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
Throw > c.S(1) > hSet > c.S(1) > 6K > xDBC > xSet | Midscreen | 63 | x | Everyone | Easy | hSet > sDBC > kSet grants an extremely strong formation.
Add a 5P before the second c.S for stability on heavy/low characters and burst safety. Hit them while they're in the ball. |
Throw > Dash c.S(1) > 6K > sCR > Dash 6K > h~dSet > Dash f.S > xDBC > xSet | Everywhere | 97 | x | Everyone | Hard | B&B route off of throw, solid blend of corner carry, oki, and damage.
Hit them after they come out of the ball. |
Throw > (Dash) 6P > xDBC > xSet | Midscreen | 61 | x | Everyone | Very Easy | Deeper dashes are possible on heavier and larger characters, generally.
Hit them after they come out of the ball. |
Throw > (Dash) 6P > xDBC > sSet > 2S > xDBC > sSet | Corner | 89 | x | Everyone | Medium | Enhanced three-ball formation from in the corner.
Hit them after they come out of the ball. |
Air Throw
Venom's air throw conversions are dependent on his height, and to some extent, the hurtbox of the character being thrown. Air throw combos here will be ordered by approximate height.
Combo | Position | Damage | Tension | Works On | Difficulty | Notes |
---|---|---|---|---|---|---|
Ground-level air throw > c.S(1) > hSet > c.S(1) > 6K > xDBC > xSet | Midscreen | 60 | x | Everyone | Easy | Mirror of the grounded three-ball throw setup.
Hit them while they're in the ball. |
Ground-level air throw > Dash c.S(1) > 6K > sCR > Dash 6K > h~dSet > Dash f.S > xDBC > xSet | Everywhere | 97 | x | Everyone | Medium | Mirror of the grounded throw B&B sequence.
Hit them after they come out of the ball. |
Chest-level air throw > 6K > xDBC > xSet | Everywhere | 61 | x | Everyone | Very Easy | Simple oki setup.
Hit them after they come out of the ball. |
Chest-level air throw > 6K > hSet > 6K > xSet > xSet | Everywhere | 49 | x | Everyone | Very Easy | The second 6K will knock down, granting a three-ball setup or a highly advantaged two-ball setup if you omit the last Set.
Hit them after they come out of the ball. |
Character-height air throw > j.PS > dj.SH | Everywhere | 67 | x | Everyone | Very Easy | As you get higher, grounded sequences become impossible.
Hit them after they come out of the ball. |
Further than character-height air throw > sj.PSH | Everywhere | 61 | x | Everyone | Easy | Exact string may vary.
Hit them after they come out of the ball. |
Air throw FRC > j.D > Land c.S(1) > 6K > sCR > 6K > xDBC > xSet | Everywhere | 88 | x | Everyone | Hard | Depending on your distance to the corner, may require anything from a slight walk back to a full dash to catch them with c.S.
Can do shorter sequences, like land c.S > 6K > xDBC > xSet as well. Hit them while they're in the ball. |
Combo Theory
What Each Moves Does & Combo Structure
Where Venom's Damage Comes From
Trading Meter for Damage
Enders & Oki
Damage Comparison on Mixups
Using Venom's midscreen B&B as a 'control,' this table will show what kind of damage you can expect from different starters. Note that this does not mean that you should only pursue the most damaging starters; they all have a place, and should all be represented to build a holistic mixup game.
Starter | Combo Body | Damage |
---|---|---|
5K > c.S(3) (90% prorate; control for an opening hit that's not a mixup option) |
... > 6K > sCR > 6K > h~dSet > f.S > xDBC > xSet | 113 |
2K > c.S(3) (Low, 70% prorate) |
87 | |
TK sMS(2) > c.S(3) (Overhead) |
127 | |
2D(1) > sSA FRC > c.S(1) (Low, 25 Tension) |
158 | |
FB MS > c.S(1) (Overhead, 25 Tension, 90% prorate, 2 hits) |
145 | |
Throw > c.S(1) (Non-strike, 50% prorate, 7 hits) |
97 |
There are a few key conclusions we can draw from this -
- Using meter to skip the full hit count of c.S(3) keeps damage high, by avoiding spending guard bar on just getting the opponent airborne
- With meter, every mixup option becomes roughly evenly threatening due to their similar and high damage
- Even low damage options are highly valuable, because their okizeme is identical to the stronger options