Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Starter > c.S(3) > 6K > 421K~D
This is an easy way to get damage as Venom while setting up his high/low okizeme, and acts as a foundational component for his core combos.
Common starters include 2K, j.236SGuardHigh/AirStartup18Recovery6 after landingAdvantage+7, and 5H Stagger, but you can route into this combo any time you are close enough to connect the 3rd hit of c.S against a grounded opponent. If you are too far for the 3rd hit to connect, then replace 6K with 5H.
By routing into Dubious CurveGuardMidStartup21Recovery19Advantage-3—(here,421K~D)—you set up a multi-hit projectile that can be used for the standard K-Ball Okizeme. If you desire a different, but similarly easy okizeme setup, then you can cancel into a different version of Dubious Curve. These include 421P for P-Ball Okizeme, and 421H for H-Ball Okizeme.
Throw > c.S(1) > 6K > 421K~D
The basic throw combo is conceptually very similar to the basic ground combo, but has small considerations.
Only one hit of c.S is used because any hit launches the now round-ified opponenet towards the wall and bounces them off it. c.S(1) does this well by combining damage with speed.
This combo works anywhere on the screen, but you need to make some extremely small adjustments when playing around the corner. If you are throwing the opponent into the corner, then skip the c.S entirely. This is because the bounce from c.S can cause the opponent to bounce past your 6K. The same adjustment applies if you are cornered and are throwing the opponent out of it, because the bounce will happen too far away for 6K to hit.
Core Combos
Core combos balance potency with consistency. They:
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starter > c.S(3) > 6K > [2]8S > 66 > 6K > 214H~D > 66 > f.S > 421X > 214X
The BnB provides excellent corner carry and gives an opportunity to get a lightning ball + regular ball for okizeme. The damage isn't phenomenal, but the route itself is still very helpful since it helps generate a hardy chunk of meter and get the opponent cornered. The combos works in the corner, but is suboptimal in that position.
Generally, no adjustments are needed, but the strictness of the route changes based on how heavy the opponent is, and how tall their airborne hurtbox is. To help with consistency, you want to make sure you dash as early as possible, and as deep as you can get.
This combo does not work on A.B.A nor Justice, and sometimes Zappa. For those characters, alternate routes are available in the Specialized Combos section, or you can default to a beginner combo.
starter > c.S(3) > 6K > [ 421S , 2S ]xN > 421X > 214X
The Dubious Curve Loop is the crux of Venom's corner combos. There's several ways to optimize the loops, and maximize damage, but this route instills the core idea.
Route from whatever starter initiates the combo into the first 421S, link into 2S, and repeat until Venom has been pushed back to the edge of 2S range. Once pushed to max range, end the combo with whichever versions of 421X and 214X you need for your desired okizeme setup afterwards. The standard combo can be extended by FRC'ing one of the 421Ss in the middle of the combo and correcting your spacing.
Combo Theory
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Specialized Combos
Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
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2Ax2 > 2B > 5D > C+D > 6 > 2C > slight delay 9E > j.A > j.B > j.D > land then jump straight up > j.A (right side only) > j.214D > 2Ax12 > c.D(1) > A+C > j.C > j.214D > 2Ax5 > c.D(1) > A+C > j.A > j.214D > 2Ax15 > 2B > 5D > 214D+E > 2Ax14 > 2A~E > 2Ax4 > 2B > 5D > 214D+E > 2Ax10 > 2B > c.C > C+D > 6 > 2B > 2Ax5 > 2A~E > 2Ax14 > AxN~ (Traveling)
An optimal, 5-hit-bani combo which has been been fine-tuned to balance ease of use with Boost recovery while guaranteeing a ToD.
Like all optimal bani routes, this combo assumes that you have no starting resources and start the combo with a grounded hit into 5-hit-bani. You can still route into something similar to this by using the standard combo pieces of Ura Sai This keyword does not have an entry in the Glossary > Renda Sai This keyword does not have an entry in the Glossary. The advantage of this route over that kind of combo is that the less-optimal routes involve more TK Sais and take much longer to start cranking out resources. TK Sai is the most common point to drop a Raoh combo, so minimizing how many are needed is a huge boon to your combo.