User:NomadNoah/XrdVenomCombos: Difference between revisions

From Dustloop Wiki
(Added characters that 2 ball midscreen combo doesn't work on.)
(→‎Anti air confirms: We don't need theoryboxes for every single version of a combo; use tables for minor routing variations and alternate confirms. Corrected capitalization + formatting.)
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===Anti air confirms===
===Anti-Air Combos===
Relevant combos against airborn opponents
Venom sports a powerful suite of anti-airs in this game, likely some of the best and most rewarding in the game.
{{TheoryBox
{{TheoryBox
| Title      = Easy 6P route.
| Title      = Normal Hit Anti-Air 6P
| Oneliner  =  
| Oneliner  =  
| Difficulty = {{clr|1|Very easy}}
| Difficulty = {{clr|1|Very Easy}} {{!}} Universal {{!}} X Damage
| Anchor    =  
| Anchor    =  
| Video      =  
| Video      =  
| Recipe    = {{clr|1|6P}} > j.{{clr|1|P}}{{clr|4|H}}
| Recipe    = AA {{clr|1|6P}} > j.{{clr|1|P}}{{clr|4|H}}
| content    =  
| content    =  
Simple route that gives you a knockdown as long as the 6P hits the opponent at a height slightly below the apex of their jump.  
Simple route that gives you a knockdown as long as the 6P hits the opponent at a height slightly below the apex of their jump; if you hit someone too high you'll need an alternate route, since a knockdown may be impossible.


'''Enders'''<br>
If you want okizeme after the {{clr|4|j.H}} (provided it knocks down), you can go into <code>{{clr|1|214P}} > Falling {{clr|5|j.D}}</code> for a meaty ball hit, albeit with very few active frames for covering evasive options.
<code>j.{{clr|4|H}} > 214P</code> - Follow up with falling j.{{clr|5|D}} BH to meaty your opponent with a ball.
<br>
}}
}}


{{TheoryBox
{{TheoryBox
| Title      = Easy 6P counter hit route.
| Title      = Counterhit Anti-Air 6P
| Oneliner  =  
| Oneliner  = With great anti-airs comes great confirms
| Difficulty = {{clr|1|Very easy}}
| Difficulty = {{clr|3|Medium}} {{!}} Universal {{!}} X Damage
| Anchor    =  
| Anchor    =  
| Video      =  
| Video      =  
| Recipe    = Counter hit {{clr|1|6P}} > {{clr|4|6H}} > 214X
| Recipe    = CH AA {{clr|1|6P}} > IAD > j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X
| content    =  
| content    =  
The simplest CH {{clr|1|6P}} route that leads to knockdown. Beware of dialing this in without confirming the CH because the opponent will be able to forward air tech through the {{clr|4|6H}} on non counter hit {{clr|1|6P}}.
If you can consistently confirm the counterhit, this is one of Venom's best starters by a fairly wide margin. Allows you to go directly into Venom's main IAD combo with great damage and corner carry.
}}


{{TheoryBox
If you find confirming the counterhit difficult, you can truncate this route with <code>CH {{clr|1|6P}} > {{clr|4|6H}}</code> which only works on counterhit, but is perhaps less demanding.
| Title      = Standard 6P counter hit route.
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Video      =
| Recipe    = Counter hit {{clr|1|6P}} > IAD > j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X
| content    =
The B&B CH {{clr|1|6P}} that works for a variety of heights, with great damage and the same good corner carry and okizeme of {{clr|3|c.S(3)}} > IAD routes. The extra untech on CH {{clr|1|6P}} allows you to reliably hitconfirm this with practice.
}}
 
{{TheoryBox
| Title      = Standard airthrow route.
| Oneliner  =
| Difficulty = {{clr|2|Easy}}
| Anchor    =
| Video      =
| Recipe    = Airthrow > {{clr|3|c.S}}(1) > {{clr|4|214H}} > Dash {{clr|1|6P}} BH > {{clr|4|6H}} > 214X
| content    =
You want to do a 66P input so the {{clr|1|6P}} hits the ball.
}}
}}


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| Video      = GGXrd_Venom_cSAntiAir.webm
| Video      = GGXrd_Venom_cSAntiAir.webm
| Size      = 256x192
| Size      = 256x192
| Recipe    = Anti Air {{clr|3|c.S}}(1/2) > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X
| Recipe    = AA {{clr|3|c.S}}(1/2) > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X
| content    =
| content    =
This deceptively simple combo ends in a knockdown that leads to good oki. The primary difficulty of this combo is manually adjusting delays on the j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}, as these delays depend on the height you hit {{clr|3|c.S}}, and it may not always be possible to route into {{clr|4|6H}}.  
This deceptively simple combo ends in a knockdown that leads to good oki. The primary difficulty of this combo is manually adjusting delays on the j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}}, as these delays depend on the height you hit {{clr|3|c.S}}, and it may not always be possible to route into {{clr|4|6H}}.  
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This can also be routed into from {{clr|1|6P}} as long as the opponent is within {{clr|3|c.S}} proximity activation range. This occurs mostly against deep air approaches such as late in their airdash or a jump in.
This can also be routed into from {{clr|1|6P}} as long as the opponent is within {{clr|3|c.S}} proximity activation range. This occurs mostly against deep air approaches such as late in their airdash or a jump in.
}}
}}
{| class="wikitable sortable" border="1" style="min-width: 1000px; width: 75%; style="margin: 1em auto 1em auto;text-align: center"
|-
! rowspan=2| Combo !! rowspan=2| Position !! rowspan=2| Damage !! rowspan=2| Tension !! rowspan=2 | Works On !! rowspan=2| Difficulty !! rowspan=2 class="unsortable"| Notes
|-
| AA {{clr|1|6P}} > j.{{clr|1|P}}{{clr|4|H}} || Everywhere || x || x || Everyone || {{clr|1|Very Easy}} || Dead simple anti-air combo that doesn't rely on a counterhit confirm, but sacrifices some reward as a result.
|-
| CH AA {{clr|1|6P}} > {{clr|4|6H}} || Everywhere || x || x || Everyone || {{clr|1|Very Easy}} || Simplest counterhit anti-air combo. Only works on counterhit and guarantees a knockdown.
|-
| CH AA {{clr|1|6P}} > IAD > j.{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} > {{clr|4|6H}} > 214X || Everywhere || x || x || Everyone || {{clr|3|Medium}} || A confirmable and very powerful counterhit starter.
|-
| AA {{clr|3|c.S}}(1/2) > j.{{clr|2|K}}{{clr|3|S}}{{clr|4|H}}{{clr|5|D}} || Everywhere || 145 || x || Everyone || {{clr|4|Hard}} || Requires tricky and height-sensitive manual delays, but offers great damage.
|-
| CH AA {{clr|3|c.S}}(1) > {{clr|1|41236P}}(Lvl 1) > {{clr|4|6H}} > Delay {{clr|2|41236K}} > {{clr|4|6H}} || Everywhere || x || x || Everyone || {{clr|3|Medium}} || A specific, but bombastic, counterhit single-hit anti-air {{clr|3|c.S}} combo. Great for sniping teleports and vertical approaches.<br>The {{clr|4|6H}} cancel must be delayed until the P ball is hit.
|-
|}


===Other Combos===
===Other Combos===

Revision as of 20:27, 6 October 2022

A page for reformatting Xrd Venom's combo page.

Combo List

True Basics

Gatling into 2DOld Reliable
Very Easy | Universal

Starter > c.S(2) > 2D(2) > 214X
An extremely un-flashy, but nonetheless essential, Venom combo. As superb as c.S(3) is, its range is limited, both by its proximity and its hitbox. Accordingly, being able to route into knockdowns is massive for maintaining Venom's momentum and establishing his pressure.


Simple Crouching ComboInsert witticism here
Easy | Crouching Only | 116 Damage

Starter > c.S(2) > 41236K > 5K > 6P > 6H
Venom requires different routing against normal-sized standing and crouching characters, and getting the more elaborate IAD crouching routes down can be difficult; consider this a simpler crouching combo that makes relatively few concessions.

B&Bs

Venom has two B&B routes, one of which works on standing characters, and the other which works on crouching characters.

Starting out, it can be tricky to identify which route to use in the heat of the moment. You can use your starter to help inform you; if your opponent got hit by a low mixup, that means they were standing, so you can generally go for the standing combo; the same applies for overhead starters translating to the crouching B&B.


Standing B&BOld Reliable
Medium | Standing Only* | 120 Damage

Starter > c.S(3) > IAD j.SHD > 6H
Venom's route versus standing opponents. It requires minor timing alterations for some characters (namely a delayed airdash on light characters, but is fully universal and presents a great blend of corner carry, damage, and okizeme.

Despite being called the "standing B&B," this works on  Bedman,  Haehyun,  Leo, and  Potemkin while crouching, and should be used instead of the crouching route.

Enders
6H > 214X - Typical midscreen ender, used for setting up single-ball okizeme.
6H > 41236X - Corner-exclusive ender, used for setting up stronger oki in tandem with Ball Set and Stinger, or ball hit extensions.


Crouching B&BLess Reliable
Medium | Crouching Only | 125 Damage

Starter > c.S(1/2) > 41236S > 5P BHBall hit; denotes where a ball placed mid-combo or during oki should be hit > IAD j.SHD > 6H
Venom's route versus crouching opponents. It requires routing and timing alterations for some characters, but is fully universal and presents a great blend of corner carry, damage, and okizeme.

Corner Combos

High Damage Corner Low StarterLess Reliable
Medium | Universal | 145 Damage

2D(1) > [2]8S, Dash cS(1) > sj.KSHD > 6H
Venom's high damage low starter route in the corner. The 2D needs to be done nearly point blank for this to work, but this route is universal, though slight timing adjustments may be required on some characters.

Combo Position Damage Tension Works On Difficulty Notes
2D(1) > [2]8S, Dash cS(1) > sj.KSHD > 6H Corner 145 Everyone Medium Universal route, can sometimes be in range for 6H > 41236X.
2D(1) > [2]8S, Dash cS(1) > j.KSHD > 6H Corner 145 Everyone Medium Works best on midweights and heavyweights, rarely leaves you in range for 6H > 41236X.
2D(1) > [2]8S, Dash cS(1) > Delay j.S > j.HD > 6H Corner 147 Everyone Medium Works best on lightweights, almost always leaves you in range for 6H > 41236X. Hit the j.S near the apex of your jump.


High Damage Corner High StarterMost Reliable on Lightweights
Medium | Universal | 179 Damage

Low Airdash j.SD, 6H > 41236K, Dash 5K > 6P BH > 6H
One of Venom's high damage high starter routes in the corner which works on most of the cast but the timing is most lenient on lightweights. You'll want to hit the jD as low as possible to you more time to link into 6H. Leaves you close enough to cancel 6H > 41236X.

Combo Position Damage Tension Works On Difficulty Notes
Low Airdash j.SD, 6H > 41236K, Dash 5K > 6P BH > 6H Corner 179 Everyone Medium Works best on lightweights as you have more time to do Dash 5K, leaves you in range for 6H > 41236X.
Low Airdash j.SD, 6H > 41236S, (Dash) 5P BH > IAD j.SHD > 6H Corner 188 Everyone but  Potemkin Medium Works best on midweights and heavyweights, leaves you in range for 6H > 41236X.

Dashing before 5P makes this route more consistent on lightweights.

Low Airdash j.SD, Dash j.KSHD > 6H Corner 149 Everyone Medium Alternate stable route on midweights and heavyweights, leaves you in range for 6H > 41236X. Easier but lower damage.

Throw Combos

Throw Corner Carry
Easy | Universal | 75 Damage

Midscreen Throw, Dash c.S(3)/2H(2) > [2]8S, IAD j.SHD > 6H
Universal midscreen throw B&B for maximum corner carry. These combos work as long as you aren't too close to the corner, and also work for a low airthrow starter. c.S and 2H both work, though you may find one route easier depending on the character. c.S allows you to be more burst safe since you can jump cancel it, while 2H does more damage.

The dash preceding these normals should be as long as possible to make these routes consistent. If j.D is hitting OTG, try delaying the IAD. For dash 2H, input 663 and hold 3 in order to charge while running forward.

Combo Position Damage Tension Works On Difficulty Notes
Midscreen Throw, Dash c.S(3)/2H(2) > [2]8S, Dash 6H Midscreen 60 Everyone Easy Simple throw route which works on everyone.
Midscreen Throw, Dash c.S(3)/2H(2) > [2]8S, IAD j.SHD > 6H Midscreen 75 Everyone Easy Main throw combo for corner carry.

This can be extended with additional j.KSHD loops before the final 6H.

Midscreen Throw, Dash c.S(3)/2H(2) > [2]8S, Dash j.KSHD > 6H Midscreen 74 Everyone but  Answer Easy Alternate throw combo for corner carry, may be more consistent on some chars than IAD route.

This can be extended with additional j.KSHD loops before the final 6H.


41236X Routes
Easy | Universal | 34 Damage

Midscreen Throw, Dash c.S(3) > Level 1 41236X
Midscreen throw B&B which grants a level 1 ball from charging 41236X. Lower damage than corner carry routes, but leads to higher chip damage okizeme setups. Works on airthrow starters too, as long the cS connects.


Corner Throw Combo
Easy | Universal | 72 Damage

Corner Throw, (Dash) c.S/5H/6H > 41236K, 5K > 6P BH > 6H
Universal corner throw route, though you may need to try different combinations of c.S/5H/6H and different dash distances. Consistently goes into 41236X for strong okizeme.

Enders
6H > 41236X - Allows for stronger oki in tandem with Ball Set and Stinger, or ball hit extensions.


Burst Safe Corner Throw Combo
Medium | Universal | 57 Damage

Corner Throw, 44, 2S/6P > 41236S, 5P BH > 41236X
Burst safe corner throw combo that leads into very strong okizeme. Works on the entire cast while retaining the burst safe property with some adjustments.

Delay the 5P on  Millia,  Potemkin,  Faust,  Axl,  Slayer,  Kum.

Take a step forward before 2S/6P on  Ky,  Ramlethal,  Jam,  Answer.

Anti-Air Combos

Venom sports a powerful suite of anti-airs in this game, likely some of the best and most rewarding in the game.

Normal Hit Anti-Air 6P
Very Easy | Universal | X Damage


AA 6P > j.PH
Simple route that gives you a knockdown as long as the 6P hits the opponent at a height slightly below the apex of their jump; if you hit someone too high you'll need an alternate route, since a knockdown may be impossible.

If you want okizeme after the j.H (provided it knocks down), you can go into 214P > Falling j.D for a meaty ball hit, albeit with very few active frames for covering evasive options.


Counterhit Anti-Air 6PWith great anti-airs comes great confirms
Medium | Universal | X Damage


CH AA 6P > IAD > j.SHD > 6H > 214X
If you can consistently confirm the counterhit, this is one of Venom's best starters by a fairly wide margin. Allows you to go directly into Venom's main IAD combo with great damage and corner carry.

If you find confirming the counterhit difficult, you can truncate this route with CH 6P > 6H which only works on counterhit, but is perhaps less demanding.


c.S Anti Air
Hard | Universal | 145 Damage

AA c.S(1/2) > j.KSHD > 6H > 214X
This deceptively simple combo ends in a knockdown that leads to good oki. The primary difficulty of this combo is manually adjusting delays on the j.KSHD, as these delays depend on the height you hit c.S, and it may not always be possible to route into 6H.

This can also be routed into from 6P as long as the opponent is within c.S proximity activation range. This occurs mostly against deep air approaches such as late in their airdash or a jump in.

Combo Position Damage Tension Works On Difficulty Notes
AA 6P > j.PH Everywhere x x Everyone Very Easy Dead simple anti-air combo that doesn't rely on a counterhit confirm, but sacrifices some reward as a result.
CH AA 6P > 6H Everywhere x x Everyone Very Easy Simplest counterhit anti-air combo. Only works on counterhit and guarantees a knockdown.
CH AA 6P > IAD > j.SHD > 6H > 214X Everywhere x x Everyone Medium A confirmable and very powerful counterhit starter.
AA c.S(1/2) > j.KSHD Everywhere 145 x Everyone Hard Requires tricky and height-sensitive manual delays, but offers great damage.
CH AA c.S(1) > 41236P(Lvl 1) > 6H > Delay 41236K > 6H Everywhere x x Everyone Medium A specific, but bombastic, counterhit single-hit anti-air c.S combo. Great for sniping teleports and vertical approaches.
The 6H cancel must be delayed until the P ball is hit.

Other Combos

2 Ball Midscreen Standing Combo
Medium | Standing Only* | 123 Damage

Starter > c.S(3) > 41236P/S, Dash j.KSHD > 6H > 214X
Midscreen route that leads to a two ball setup, with the most common combination being 41236P and 214K. This combo is easiest on lightweights and gets progressively harder as weight goes up. Works on everyone but  Haehyun,  Leo, and  Potemkin, and will work on a crouching  Bedman.