<?xml version="1.0"?>
<rss version="2.0"><channel><title>Venom Latest Topics</title><link>https://www.forums.dustloop.com/forums/forum/288-venom/</link><description>Venom Latest Topics</description><language>en</language><item><title>Venom Basics Combo Tutorial for Rev 2.1</title><link>https://www.forums.dustloop.com/forums/topic/13287-venom-basics-combo-tutorial-for-rev-21/</link><description><![CDATA[
<p>
	Hi Everyone, I made a video for Venom.
</p>

<div class="ipsEmbeddedVideo">
	<div>
		<iframe allowfullscreen="true" frameborder="0" height="270" src="https://www.youtube.com/embed/XKzUqA2QCiU?feature=oembed" width="480"></iframe>
	</div>
</div>

<p>
	 
</p>

<p>
	Any feedback would be wonderful. I hope new Venom players find this useful.
</p>

<p>
	Thanks!
</p>
]]></description><guid isPermaLink="false">13287</guid><pubDate>Wed, 13 Feb 2019 16:52:29 +0000</pubDate></item><item><title>Venom's library of ball formations</title><link>https://www.forums.dustloop.com/forums/topic/12912-venoms-library-of-ball-formations/</link><description><![CDATA[
<p>
	Hello everyone,
</p>

<p>
	I'm writing a new topic about ball sets and formations hoping to help any venom player or anyone trying venom. I post a new topic because the purpose of this one is not neccesarily practical but its theoretical with some application. The aim is finding actions after setting certain balls. Actually many players will be limited to one or two balls and get discouraged trying new variations. Here, I'll try to cover each set and subset of formations.
</p>

<p>
	The main problem for the venom player after setting is taking time to decide what to do with this ball. With this library or guide I'll try to give ideas how to use each ball so you it will be easier to use and of course to have fun.
</p>

<p>
	Notes:
</p>

<p>
	1- The possibilites are countless, I can't cover everthing but I'll try to list some uses so you get an idea about the usage.
</p>

<p>
	2- As I mentioned above, not everything is practical and actually its theoretical. The goal is to cover every possibilty whether being practical or not.
</p>

<p>
	3- You will find ball locations and how to hit or manipulate them. Nothing too technical and everything is abstract as possible.
</p>

<p>
	4- You can use your own ideas, there is no limit to your innovation.
</p>

<p>
	5- I'll use certain symbols to describe the set of balls and you can always return to the notations.
</p>

<p>
	 
</p>

<p>
	Notation:
</p>

<p>
	<strong>{X}</strong> - a full formation set of X ball<br /><strong>X</strong> - Only X ball generated<br /><strong>A:X</strong> or <strong>A,B:X</strong> - a subset of {X} including the X ball.<br /><strong>A/X</strong> or <strong>A,B/X</strong> or <strong>A,B,C/X</strong> - a subset of {X} excluding the X ball.
</p>

<p>
	<strong>Immediate</strong>: Immediate action after set.
</p>

<p>
	<strong>Delayed</strong>: Action after delay (stopping, dashing ...etc).
</p>

<p>
	<strong>SA</strong>: Stinger Aim
</p>

<p>
	<strong>CR</strong>: Carcass Raid
</p>

<p>
	<strong>DHM</strong>: Double Head Morbid
</p>

<p>
	<strong>MS</strong>: Mad struggle
</p>

<p>
	 
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12912</guid><pubDate>Thu, 04 Aug 2016 23:48:09 +0000</pubDate></item><item><title>[Xrd Revelator] Venom Discussion Thread *UPDATED FOR 1.03*</title><link>https://www.forums.dustloop.com/forums/topic/11692-xrd-revelator-venom-discussion-thread-updated-for-103/</link><description><![CDATA[
<p>
	Post any Revelator specific observations or questions here.<br><br>
	There are no balance changes for the old cast outside of system mechanics. Therefore, Venom changes are his Blitz Attack, new Side Dust Followups, and burst powered Dark Angel.<br><br>
	Most burst powered moves have increased invincibility. I wonder if Dark Angel could be a reversal? Also in addition, Pachi specifically mentioned it doing more chip damage. EDIT: Just watched it still do 34 hits on stream.
</p>

<p>
	See the new mechanics in action here:<br><a href="https://www.youtube.com/watch?v=BZaiRLlMaUI&amp;feature=youtu.be" ipsnoembed="true" rel="external nofollow">https://www.youtube.com/watch?v=BZaiRLlMaUI&amp;feature=youtu.be</a>
</p>

<p>
	***Titan44 Edit: <strong>1.03 update is out with new balance changes</strong>. Here's the list of Venom changes, as posted by SnowMonkeyFunky in the Sign thread:***
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	"Revelator 1.03 saw Venom getting a buttload of buffs across the board. They are as follows:
</p>

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</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– 6P<br style="box-sizing: border-box;">
	Active Frames increased from 4F to 7F*<br style="box-sizing: border-box;">
	Added Jump Cancel<br style="box-sizing: border-box;">
	Recovery reduced by 3F*
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	*NOTE: The animation is overall the same number of frames. These two changes simply mean that an extra 3 of what used to be recovery frames are now active.
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– 5HS<br style="box-sizing: border-box;">
	Special Cancel window increased by 3F
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– j.HS<br style="box-sizing: border-box;">
	Untechable Time increased from 14F to 16F
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– Ball Summon<br style="box-sizing: border-box;">
	Tension gain increased from 50 to 75
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– Stinger Aim<br style="box-sizing: border-box;">
	Tension gain increased from 150 to 250
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– Carcass Raid<br style="box-sizing: border-box;">
	Tension gain increased from 150 to 200
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– QV<br style="box-sizing: border-box;">
	Tension gain increased from 150 to 200
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– Mad Struggle<br style="box-sizing: border-box;">
	Tension gain increased from 150 to 200
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	– Throw<br style="box-sizing: border-box;">
	Blitz Shield bug after Throw fixed<br style="box-sizing: border-box;">
	Burst bug after Throw fixed
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	 
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	So the big ones imo are massive meter gain buffs, jH getting longer untech time making both airdash bnbs easier and short combos (like corner airthrow, clS[1] jc jH) knock down consistently, and of course 6P becoming SOGOODHOLYSCHNIKES. The 5H cancel window increase is a little quality of life buff that will make stuff revolving around 5H late BH xx S CR easier, but not really game changing.
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	 
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	6P is CH confirmable into an IAD combo, and on non CH can do something like 6P jc jS jH for a knockdown at most heights. 6P is now also a super valuable combo tool when used in conjunction with a ball hit. The way I see it being used in that context is during something like this:
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	corner clS[3]866 jSHD 6H xx S QV, 6P BH IAD jSHD 6H xx Set
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	That same combo was still possible pre patch, but substituting 6P for a microdash 5P BH. It was character specific, and even then it was remarkably inconsistent. While it may not make the extra loop universal, it should be far easier to do on most of the cast."
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	The complete list of changes can be found here:
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	<a href="http://pastebin.com/HywsGcJV" ipsnoembed="true" rel="external nofollow">http://pastebin.com/HywsGcJV</a>
</p>

<p style='box-sizing: border-box; color: rgb(43, 43, 43); font-family: "Helvetica Neue", Helvetica, Arial, sans-serif; font-size: 14px; font-style: normal; font-variant: normal; font-weight: normal; letter-spacing: normal; line-height: 22.4px; orphans: auto; text-align: start; text-indent: 0px; text-transform: none; white-space: normal; widows: 1; word-spacing: 0px; -webkit-text-stroke-width: 0px; background-color: rgb(250, 250, 250);'>
	Lots of changes made to other characters' hitboxes, making them significantly easier to combo. That coupled with new combo routes using JCable 6P and nerfs to the top tiers should make Venom a lot more formidable.
</p>
]]></description><guid isPermaLink="false">11692</guid><pubDate>Mon, 24 Aug 2015 20:15:15 +0000</pubDate></item><item><title>[Xrd] Venom Video Thread - Video POSTING Only Please</title><link>https://www.forums.dustloop.com/forums/topic/8281-xrd-venom-video-thread-video-posting-only-please/</link><description>

</description><guid isPermaLink="false">8281</guid><pubDate>Sun, 02 Feb 2014 20:19:46 +0000</pubDate></item><item><title><![CDATA[[Xrd] Venom Q&A Thread]]></title><link>https://www.forums.dustloop.com/forums/topic/9853-xrd-venom-qa-thread/</link><description><![CDATA[
<p>                <img src="http://kurushii.tv/Dustloop/GGXrd/Graphics/Venom/GGXrd_Header_Q&amp;A_Thread.png" alt="GGXrd_Header_Q&amp;A_Thread.png"></p>
<p> </p>
<p>You got questions, we got answers. If I see specific questions often either in here or around the internet I'll first post them. Feel free to ask anything Venom, but keep it gameplay related please!</p>
<p> </p>
<p>Q: Who are the best Venom players/who should I watch videos of?<br>
A: Fino, Isamu, and Sanma are the best and highest ranked players. HEVEN is a strong, longtime player. AO1/Reiichi and 310 are decent too.</p>
]]></description><guid isPermaLink="false">9853</guid><pubDate>Tue, 02 Dec 2014 20:09:30 +0000</pubDate></item><item><title>[Xrd] Venom Execution Tips and Tricks</title><link>https://www.forums.dustloop.com/forums/topic/10303-xrd-venom-execution-tips-and-tricks/</link><description><![CDATA[
<p>Figured I would make this topic since a lot of people are asking a lot of the same questions over and over, and just posting this in the general discussion thread didn't seem super helpful since that gets buried fast. Note that this isn't a combo compilation thread per se, it's more to discuss methods of executing specific combo parts and also other tricks that aren't immediately obvious to new players. I will admit I'm somewhat in that category myself so feel free to suggest or add whatever.</p><p>EDIT Dai here, taking over with edits as I see.</p><p><strong>Charge Execution</strong></p><p> </p><p><strong>c.S(1) &gt; S Carcass</strong></p><p>Input as: [2] &gt; 5S~8S</p><p>- You can buffer the next move in a string a few frames in advance, meaning that it's possible to input both c.S and Carcass basically at the same time and have them both come out. You should basically be double-tapping the S button as quickly as you can. The result is that c.S &gt; Carcass becomes an airtight, +10 pressure reset tool that works on everyone both standing and crouching. It also combos on crouchers, so be sure to hit confirm when used from an air string.</p><p>- A simple way to practice a practical application is to set the dummy to crouch in the corner. Airdash into the corner with a simple chain (such as j.SHS) and make sure you hold 1/2/3 after airdashing. Shift to 5 and press S as you land, and immediately press 7/8/9S to finish.</p><p>- A similar trick can be used to make c.S(2) &gt; 5H &gt; S Carcass work.</p><p>- Also works with stuff like 2K &gt; c.S(1) &gt; S Carcass, but in this case you must wait to input 5S~8S until after 2K connects, or the buffer won't give you S Carcass.</p><p> </p><p><strong>Dash &gt; S Carcass</strong></p><p>Input as: 66[3] &gt; 8S</p><p>- Holding 3 while dashing will allow you to charge down while continuing to dash. Not a super complicated concept.</p><p>- Generally used when running under opponents.</p><p> </p><p><strong>2P/K &gt; c.S(2) &gt; S Carcass</strong></p><p>Input as: 2P/K &gt; 5S~[2] &gt; (c.S hits twice) &gt; very slight delay after second hit &gt; 8S</p><p>- Venom can cancel c.S into other moves during any of the hits, even on whiff, so long as at least one of them connects. This means it is possible to do c.S(2) &gt; S Carcass and have it be (almost) airtight so long as you delay the Carcass just until just slightly after the second hit of c.S connects.</p><p> </p><p><strong>Stinger Aim &gt; Carcass Ride (or vice versa)</strong></p><p>Input as: [1]3S/H &gt; 7S/H (or vice versa)</p><p>- Pretty self-explanatory. The game doesn't care whether you do the charger input as 6 or 3 so it is possible to charge both moves at once and input one without dropping the charge for the other.</p><p> </p><p><strong>Carcass Ride &gt; Carcass Ride</strong></p><p>Input as: [2] &gt; any normal &gt; 8S~[2] &gt; 8S</p><p>- Basically just taking advantage of the input buffer to get extra time to charge a second Carcass while the first is animating.<br><br>- Simple to practice off of 2S, but can be used well with 2HS, c.S, and 5HS (use the first trick for the latter 2)</p><p> </p><p><strong>Combo Execution</strong></p><p> </p><p><strong>c.S IAD j.SHD 6H</strong></p><p>Input as either:</p><p>c.s(3) 9(delay)66 j.SHD 6H</p><p>c.S(3) 866 j.SHD 6H</p><p>c.S(3) sj.96 j.SHD 6H</p><p>- Probably the most common repeat question. Note that a straight IAD <em>does not work</em> on most characters <em>except</em> Leo, Bedman, and Potemkin. Anyone lighter than those three are too light and may drop out in various way (i.e. j.H will whiff on Sol).</p><p>- If you are having trouble linking 6H, delay the hits of j.SHD slightly so that j.D comes out closer to the ground.</p><p>- If you are landing before j.D comes out, try to either press j.SHD faster (the fastest possible chain actually requires faster inputs than it looks like it does) or time your j.S to hit sooner after the airdash.</p><p>- Thanks to c.S's long hitstop, you can input the jump anytime during the third hit's hitstop and still get the jump on the first possible frame after the hitstop ends. This gives you a lot of time to input the dash after jumping, but also means that you may have to delay the airdash more than you expect.</p><p>- Note that doing this combo with the fastest possible timing will whiff and Sol and Millia (and some situations, I think May as well?). You'll need to hit that j.S a bit later in the combo, generally airdashing just a little later.</p><p><strong>Throw &gt; dash 2H Carcass IAD j.SHD etc.</strong></p><p>Input as: Throw &gt; 66[3] (as long as possible) &gt; 2H(2) Carcass 96 j.SHD etc.</p><p>- The trick is to dash forward and charge down as long as possible before doing 2H. This isn't that tight, the dash window after throw is actually much bigger than you need to make the combo work. Most common problem seems to be people trying to do a very quick microdash 2H when they should be doing a long dash.</p><p>- The IAD after Carcass connects <em>is</em> a bona fide IAD. Do it as fast as possible. Similarly, do j.SHD as fast as possible, otherwise you will land before j.D comes out.</p><p>- Possible on Potemkin and Bedman but pretty tight. Dash jump j.KSHD works as a substitute to IAD j.SHD. (see below)</p><p>- Becomes harder the closer you are to corner, and impossible when actually in corner. Do dash jump j.KSHD instead if close enough.</p><p> </p><p><strong>Dash jump j.KSHD etc.</strong></p><p>Input as: 669 j.KSHD</p><p>- A jump out of a dash has a lower, longer arc than a regular forward jump, so doing a dash is usually meant to get that specific arc rather than just closing ground. You should basically be microdashing into a jump before you even see Venom move forward at all.</p><p>- VERY difficult to land on Ky, results may vary for other characters depending on hurtbox and corner positioning. A good general rule is to chain j.KS with a small delay and possibly the j.HSD as well.</p><p> </p><p><strong>SQV 5P IAD (ball hit) j.SHD</strong></p><p>- You are hitting the S ball as it moves back so it hits the opponent a few frames later and extends hitstun. The 5P actually has to hit since you are jump canceling it into the IAD.</p><p>- Usually dependent on spacing and opponent hitbox. If the opponent is fat, the ball will hit very early and the IAD link becomes very tight and/or impossible. If on the other hand they are too far away and/or too skinny, the ball won't even hit in time before the opponent techs. If you're not sure whether you're doing it right, Sol has a pretty standard hitbox to practice it on.</p><p>- Some characters (i.e. Millia) require an extra delay before doing 5P. You basically want to wait as long as possible before hitting the ball in order to give it maximum travel time.</p><p>- Also applies to links like SQV 5P QV. Like above, the ball must still have some travel time before hitting, so it may drop on fatter characters.</p><p> </p><p><strong>KQV 6P (ball hit) 6H</strong></p><p>- To be honest, I'm not sure what it is that makes this work or not. I believe the 6P has to hit before the ball does so that the ball extends the hitstun on the opponent, and not vice versa, and depending on exact positioning of the ball sometimes the ball hits first. Adding or delaying various normals (i.e. doing 5K 6P instead of just 6P, or doing delay 6P, etc.) seems to help somewhat but it remains character-specific to some extent, especially on very skinny characters like Millia.</p><p>- Part of the problem and solution is that more hits add extra gravity to the opponent. Sometimes this will aid the link, sometimes hinder it.</p><p> </p><p><strong>TK Mad Struggle</strong></p><p>- So to be safe, the basic input is 2369S/HS. You'll be doing the S version 99.99% of the time though.</p><p>- Mad Struggle hits a total of 4 times but depending on height it can hit anywhere betwen 1-4 times or not at all. A lowest-possible TK Mad Struggle will perform the dive animation but you won't actually get any hits, so you can fake a high and go low. If you want an actual overhead, delay the Mad Struggle slightly.</p><p>- How many times Mad Struggle actually hits on the way down depends on the height you actually perform the move at. Unfortunately this affects the window for linking a followup after landing but there's no real way to guarantee a proper link other than just getting a sense of how high you are TKing the move. Mad Struggle hits a maximum of 4 times so a higher TK makes the timing more consistent, but unfortunately also makes the mixup a bit slower.</p><p> </p><p>And that's all I've got thus far.</p>
]]></description><guid isPermaLink="false">10303</guid><pubDate>Thu, 15 Jan 2015 23:56:29 +0000</pubDate></item><item><title>[Xrd 1.1] Venom gameplay discussion thread</title><link>https://www.forums.dustloop.com/forums/topic/10578-xrd-11-venom-gameplay-discussion-thread/</link><description><![CDATA[
<p>1.1 is out now on console! (5/8)</p>
<p> </p>
<p>Only use this thread to discuss final confirmed changes!</p>
]]></description><guid isPermaLink="false">10578</guid><pubDate>Thu, 19 Mar 2015 11:12:08 +0000</pubDate></item><item><title>Xrd Venom discord group</title><link>https://www.forums.dustloop.com/forums/topic/12704-xrd-venom-discord-group/</link><description><![CDATA[
<p>
	Hi there. So I setup a Venom-focused discord group. I don't believe there's been one before. Here's the (hopefully never-expiring) discord invite link:
</p>

<p>
	<a href="https://discordapp.com/invite/010mtfwzqq54nV1Zf" rel="external nofollow">https://discordapp.com/invite/010mtfwzqq54nV1Zf</a>
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">12704</guid><pubDate>Sun, 15 May 2016 10:21:49 +0000</pubDate></item><item><title>[Xrd] Venom Formations and Ball Setups Thread</title><link>https://www.forums.dustloop.com/forums/topic/10092-xrd-venom-formations-and-ball-setups-thread/</link><description><![CDATA[
<p>The purpose of this thread is catalog the uses for various formations and setups, in use of neutral, pressure, okizeme, etc.<br><br>
See formation images and basic use for references here: <a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://www.dustloop.com/wiki/index.php?title=Venom_(GGXRD)#Ball_Formations</a><br><br></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>One Ball Formations</b></div>[collapse]<br><strong>P:</strong><br>
 <br>
Setting and tapping 5P is Venom's fastest way to get a slow ball in motion. This will cover height around Venom's shoulder. It can work for basic approach or zoning, and because of the height, help with your AA game. Speaking of which, as the ball descends from the summon, you can also hit it with 6P to send it as an AA angle.<br>
 <br>
If the opponent is in f.S range and you have a P ball set, hitting the opponent with f.S and sending the ball will give you additional plus frames on hit or block (as does hitting opponents with Venom's moves while they send balls, but f.S is notable for its poking range).<br>
 <br>
5HS sends the ball fast, which has its uses.<br>
 <br>
Hold the button to teleport isn't too useful outside of using the almighty j.D ball hit. It's so good it just might be worth it.<br>
 <br>
Hitting it Stinger S will set the ball right on Venom's body while Stinger H will set a ball out further. In addition, if you tap it first, let it travel a bit, then Stinger H, the ball be set near the opponent. Use Venom's teleport to help take advantage of these situations.<br>
 <br>
S Carcass will also put the ball on Venom's body.
<p> </p>
<p>When getting a low knockdown via j.HS, cancel it into an air P summon and hit j.D right away to set a ball at them. In some situations, you can also hit it with j.K.<br>
 <br><strong>K:</strong><br>
 <br>
K ball is one of Venom's primary okizeme options. After a knockdown (6HS, 2D, QV), place a K ball. As they get up, hit the ball with a running j.K or j.S. j.S will hit the ball faster, so wait an extra moment if you use that (more on that later). If done right, the ball will meaty the opponent. Depending on your spacing, you can end up on either side of the opponent. Your options from there:<br><br>
Land on either side, 2K.<br>
 <br>
Airdash towards the opponent before landing. If you didn't crossup or are in the corner, you can use two jump normals, or three depending on the height (such as j.SPS). If you confirm they blocked, you can throw in a mad struggle too for more overheads/guard bar.<br>
 <br>
If you did crossup, you can airdash backwards with j.S for your mixup. You can also airdash backwards j.P (which will whiff)and throw.<br>
 <br>
In the corner, you use j.S coming down after you hit the ball (and cancel into Mad Struggle if you wish).<br>
 <br>
If you're baiting a DP, use dash j.K over j.S (as I added below) as the recovery is significantly less on the move. You can FD on the way down. While this will hurt your mixup options if they don't DP, they're still blocking the ball.<br>
 <br>
On the topic of j.K vs. j.S, SnowMonkeyFunky did a nice writeup:<br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">-Dash jump jS is almost always better for K ball oki midscreen than dash jK.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Why?</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">*-In situations where the dash jump causes a crossup (IE almost everything ending in 2D), the jK would make the ball push the dummy away, making the low mixup of 2K clS come out as 2K fS and not allowing a followup normal on P QV from the high option. The reason for this is probably because the ball hits after you go to the other side of your opponent, reversing the knockback. The dash jS has an easier time hitting the ball in such a way that the dummy is pushed towards you as you go to the other side and land 2K/reverse airdash jS. This makes both followup combos not only possible off K ball oki, but also far easier than done from a neutral state.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">**-THEORY: I haven’t fully tested this, but it could be a useful gimmick. Because dash jK ball hits as you’re on the other side of the opponent as a crossup, and dash jS hits while you’re still on their front side, POSSIBLE four way mixup? If this is true, people familiar with Venom will know which way to block initially depending on the air normal used, but still useful for messing with people without much experience in this matchup.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">**-One exception (so far); Faust. His hitbox is super wide and really short so for knockdowns off of 2D he's better off getting dash jK over dash jS.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">*-for knockdowns off of 6HS, the dash jS hits the K ball at a more shallow horizontal angle, and at a faster speed. Both jS and jK are possible, but dash jS hits meaty a LOT more consistently. This comes at a price though, because at certain timings they will be pushed back too far for the low option of 2K clS(3) to work. Still possible, but very unforgiving if you botch the timing. Basically, if you’re not confident in your timing and you’ve conditioned your opponent to stay still on oki, then dash jK is overall a lot easier.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">*-The only situation midscreen where dash jK is favorable is off of 1-2 point blank low pushback hits into 2D. The awkward range seems to be the knockdown distance between dash momentum 2K 2D xx K ball and point blank no dash momentum 2K clS (1) 2D xx K ball. This is because if they decide to crouch, the jS' ball hit angle will make it whiff. If you feel like you really would rather set up dash jS midscreen off of a close 2K or something similar, do either 2K clS (2) 2D xx K ball stuff or 2K 2S 2D xx K ball stuff. Be aware of this range when setting up K ball off of 2D from a gatling.</span></span><br>
 <br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">*-Dai's Addendum, j.K is favorable if you're coming down with FD, which is an effective way to bait DPs. This is because j.K has significantly less recovery frames compared to j.S.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">What about the corner?:</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">*-Corner K ball oki actually benefits more from dash jK's vertical angle and slower speed for both primary knockdowns. I couldn't really find any situations where dash jS would be favorable here. Note that if you end a combo in a really close 6HS xx K ball, they K ball may whiff on a crouching opponent. In this case, something like K &gt; S ball set after 6HS compensates by putting the K ball at a position closer to +R’s K ball sweet spot, making it uncrouchable, as well as giving you a second ball for various little gimmicks.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">How do you time dash jS for K ball oki?:</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">*-The best way I can describe it for off a 2D is that you are reacting to their rising animation and inputting dash jS as they're getting up. This is a good bit later than dash jK's preemptively timed hit. To test if you're timing it right, record the dummy to stand there for about a second, then hold up for five or so seconds. Hit playback, then do 2K 2S 2D xx K ball, react to rising and dash jump jS. If they get hit by the ball and they're still standing, you timed it right. Also be sure to practice against lower crouchers like Zato/Venom/Faust/etc. You can also do slight delay into longer dash jS. A little more strict when doing your followup, but still possible with practice.</span></span><br><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">-For off of 6HS it's only a miniscule delay. The extra speed and shallow angle make it so that there isn't much difference between using dash jK and dash jS.</span></span><br>
 <br>
Other uses, j.P can have the ball cover the space at normal jump height, and it can be hit by ground 6P for more AA attempts.<br>
 <br>
Holding the button to teleport gets Venom higher up, and again you can j.D here to control a lot of space.<br>
 <br><strong>S:</strong><br>
 <br>
Placing the ball behind Venom usually isn't too useful on its own. However, holding the button to teleport can come in handy more than most situations, here given that Venom will actually retreat. In the end though, S formation on its own will probably be mostly used for QV combos.<br>
 <br><strong>HS:</strong></p>
<p>
After midscreen knockdown, HS ball into dash buffer jump gives the perfect timing for a safe jump. If you press j.S just before the attack can hit the opponent, it will instead hit H ball and keep the opponent in block stun so you can safely go low without getting thrown. For 25 meter, you can YRC right before you get to the ball and either airdash forward or land and go low (the YRC should mess their reversal timing up).<br><br>
In addition, you may be able to safejump with j.HS. This will go past the ball. The opponent is likely to block, so followup with S Mad Struggle to start your pressure with a ball behind you (they may also get hit simply because double overhead).<br><br>
Note that safejump j.S, because you whiff the opponent, you will not get put into Blitz Rejection. Blitz Shield will reject the j.HS variant though, which is why it's best to use against people conditioned a bit by j.S (or people experienced in the matchup).</p>
<p> <br>
Holding to teleport, you can only come down with j.P. Teleporting after the set though will put you in a position to do any jump normal. HS ball teleports are useful because of where the ball goes, similar to teleporting after hitting a ball with HS Stinger Aim.<br>
[/collapse]</p></div><br>
 <br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Two Ball Formations</b></div>[collapse]
<p> </p>
<p><strong>K&gt;P:</strong></p>
<p> </p>
<p>After doing a K QV ender while not in the corner, set the P ball and tap it. Set a HS Ball, followed by a dash f.S and cancel into teleport to crossup the opponent. Demonstration here from Eshi: <a data-ipb="nomediaparse" href="" https: rel="external nofollow">https://www.youtube.com/watch?v=FN5MbNxLu4Q</a></p>
<p><strong>S&gt;P:</strong><br><br>
One of Isamu (as well as my own) favorite oki formations. Midscreen do a slight dash 5K so that the balls are hit at the same time, while closer to the corner you get advantage out of it by doing dashing 5P. Only effective midscreen against people with later wake up times or when baiting excessive reversal users. Because you have two balls traveling with plenty of advantage, it's effective against blitz shield and reversals, and otherwise forces the opponent to block long enough to go for high/low, start pressure, or set up another ball in the corner.<br>
 <br><strong>P&gt;K:</strong><br>
 <br>
This formation has has a few primary uses. The first is that tapping the P Ball with 5P then doing a HS or P summon will split the balls and send them in a nice arc (use if you want to continue zoning). You can also send 3 balls from the formation with a dashing 5P followed by HS or P summon.<br>
 <br>
The second is that j.K can cause a decent stagger on the two balls, but it will send them downward. Maybe useful if you think your opponent will remain grounded.<br>
 <br>
In addition, you can tap the K ball with a j.P and follow up with a j.K for the P ball. This can help your approach significantly given the space control on the air and ground formations. If you want more immediate space control you can come down with j.D</p>
<p> </p>
<p>Lastly, this formation is great with corner okizeme too! Tap the P ball to make opponents block then do your usual corner K Ball oki! Demonstration by Eshi: <a data-ipb="nomediaparse" href="" https: rel="external nofollow">https://www.youtube.com/watch?v=vz3sWeB8TJ0</a><br>
 <br><strong>P&gt;HS:</strong><br>
 <br>
Noted for the teleport cancel. Pressing j.P right away will only send the top ball to cover jump heights, a slight delay will send both balls covering a good chunk of the screen. You can also press j.S to send the P Ball downward. Recommend in zoning wars if you have time to set it up.<br>
 <br><strong>S&gt;HS:</strong><br>
 <br>
Venom's go to zoning formation, immediately tap 5P after placing HS to cover high and low spots on the screen. You can throw in a P Ball right afterward to cover in a straight line for backup.<br>
 <br>
Teleporting after this formation will put you in range of the S ball, letting you access all of Venom's jump hits with two balls.<br>
 <br>
[/collapse]</p></div><br>
 <br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Three Ball Formations</b></div>[collapse]<br>
 <br><strong>S&gt;HS&gt;P:</strong><br>
 <br>
Tapping with 5P is a solid 3 ball zoning setup, but S and HS balls are a bit too far away from Venom for my personal taste.<br><br><strong>P&gt;S&gt;HS:</strong><br>
 <br>
On the other hand, the balls split in this one closer to Venom. Similar screen coverage to S&gt;HS followed by P Ball, but in a different wave.<br>
 <br><strong>K&gt;S&gt;HS:</strong><br>
 <br>
If you want to approach off of S&gt;HS, you can add a K ball in there. Split S&gt;HS with 5P immediately as usual, then teleport asap to reach the K ball. You can airdash out of this too with multiple jump normals, may be favorable depending on opponents location.<br>
 <br>
[/collapse]</div><br>
 <br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Four Ball Formations</b></div>[collapse]<br>
 <br><strong>P:</strong><br>
 <br>
Heaven forbid you set this up with all the time in the world and launch with 6HS, it will do 172 damage. Possibly something to keep in mind, but 99% useless.<br>
 <br>
[/collapse]</div>
]]></description><guid isPermaLink="false">10092</guid><pubDate>Mon, 22 Dec 2014 04:46:50 +0000</pubDate></item><item><title>[Xrd] Venom Combo Thread - 1.1 Update Pending</title><link>https://www.forums.dustloop.com/forums/topic/9852-xrd-venom-combo-thread-11-update-pending/</link><description><![CDATA[
<p>                             <img src="http://kurushii.tv/Dustloop/GGXrd/Graphics/Venom/GGXrd_Header_Combo_Thread.png" alt="GGXrd_Header_Combo_Thread.png"><br>
 <br></p><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Information</b></div>
<ul class="bbc"><li>If you'd like to contribute, please feel free to do so! Just post the combos you created, but please write them properly. If you are unsure on how to write combos properly, then read the wiki page <a data-ipb="nomediaparse" href="" http: rel="external nofollow">here</a>. Make sure to read the Notation Used section in this post so that you understand the specific notations used for CHARACTER. Also refrain from using move names and abbreviations.</li>
<li>Please refrain from going off topic in this thread. This thread is for posting of combos only.</li>
<li>Only the most optimal combos will be listed in this thread.</li>
<li>There will be some combo theory among the combos, I will try to provide examples alongside it.</li>
</ul><p></p><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">
[table]<br><tr><td><strong>&gt;</strong></td><td>Gatling/cancel the previous move into the following move.</td></tr><br><tr><td><strong>,</strong></td><td>Link the previous move into the following move.</td></tr><br><tr><td><strong>|&gt;</strong></td><td>After landing.</td></tr><br><tr><td><strong>j</strong></td><td>Jump</td></tr><br><tr><td><strong>sj</strong></td><td>Super Jump</td></tr><br><tr><td><strong>ad</strong></td><td>Air Dash</td></tr><br><tr><td><strong>iad</strong></td><td>Instant Air Dash</td></tr><br><tr><td><strong>jc</strong></td><td>Jump Cancel</td></tr><br><tr><td><strong>sjc</strong></td><td>Super Jump Cancel</td></tr><br><tr><td><strong>ji</strong></td><td>Jump Install</td></tr><br><tr><td><strong>CH</strong></td><td>Counter Hit</td></tr><br><tr><td><strong>MC</strong></td><td>Mortal Counter</td></tr><br><tr><td><strong>RC</strong></td><td>Red Roman Cancel</td></tr><br><tr><td><strong>YRC</strong></td><td>Yellow Roman Cancel</td></tr><br><tr><td><strong>PRC</strong></td><td>Purple Roman Cancel</td></tr><br><tr><td><strong>[ ]</strong></td><td>Hold Input</td></tr><br><tr><td><strong>(N)</strong></td><td>Attack must deal N amount of hits.</td></tr><br><tr><td><strong>[???] xN</strong></td><td>Repeat ??? N amount of times.</td></tr><br><tr><td><strong>BH</strong></td><td>Ball hit. Refers to hitting a ball mid combo. The move may still hit an opponent. </td></tr>[/table]
</div>
</div>
</div><div style="margin:20px; margin-top:5px">
<div class="smallfont" style="margin-bottom:2px"><b>Collapsed:</b> <i>Guide Specific Notations Used</i>: <input type="button" value="Show" style="width:45px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display != '') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';		this.innerText = ''; this.value = 'Hide'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.innerText = ''; this.value = 'Show'; }"></div>
<div class="alt2" style="margin: 0px; padding: 6px; border: 1px inset;">
<div style="display: none;">

<ul class="bbc"><li>Notations in <span style="color:#ff0000;"><strong>red</strong></span> are for prefixes only. Notations in <span style="color:#094ead;"><strong>blue</strong></span> are for suffixes only.</li>
</ul><p>[table]<br></p><tr><td><span style="color:#FF0000;"><strong>[sS]</strong></span></td><td>Side Swap combo</td></tr><br><tr><td><span style="color:#FF0000;"><strong>[CO]</strong></span></td><td>Crouching Opponent</td></tr><br><tr><td><span style="color:#FF0000;"><strong>[AA]</strong></span></td><td>Anti-air or Air-to-Air</td></tr><br><tr><td><span style="color:#094ead;"><strong>[N/N%]</strong></span></td><td>Damage/Tension Gain %</td></tr>[/table]
</div>
</div>
</div></div><br>
 <br>
 <br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>General Theory</b></div>[collapse]Generally, your priority for Venom's combos should be knockdown, giving you time to setup balls to prepare your okizeme and pressure. His main normals to end combos on the ground are 2D and 6HS. Always cancel these enders into a ball summon, or you can go for meaty charge QV oki. In addition, 6HS enders that are high and close enough can have QV added as a finisher for a bit of extra damage.<br><br>
For reference, Venom's prorated (weaker) starters are 5P, 2P, 5K, and 2K. Throws also prorate.<br>
 <br>
Tip: Delaying your IAD until late in c.S(3) or QV S&gt;5P combos can help, as well as doing 866 for the motion[/collapse]</div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Combo Parts IMPORTANT</b></div>[collapse]<br>
1. 866 j.SHSD |&gt; 6HS<br>
2. Ground hit: KQV &gt; 5P &gt; 6P &gt; BH &gt; 6HS<br>
3. Air Hit: KQV &gt; 6P &gt; BH &gt; 6HS<br>
4. SQV &gt; 5P &gt; BH &gt; IAD j.SHSD |&gt; 6HS<br>
5. Air Hit: SQV &gt; 5P &gt; BH &gt; 6HS<br>
[/collapse]</div><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Mid-screen</b></div>[collapse]<br><strong>Theory</strong><br>
Venom's midscreen combos for the most part can be split into two types: standing and crouching confirms. On standing opponents, Venom gets a c.S(3) launcher (as well as crouching Potemkin, Bedman, and Leo) and can followup with a delayed air dash j.SHSD |&gt; 6HS, usually done with 866 (delay a bit longer on Sol, Faust, and Millia). Sometimes 2866 is easier on an individual basis. It even works with a prorated starter (5P, 2P, 5K, or 2K).<br>
 <br>
Crouching opponents have two routes: 2D. or c.S(2) &gt; QV.  Getting the 2D is important, and you can nearly freely chain into from any of his normals (the exception is 5HS). The important thing is knowning Venom's 2D range well so you always score the knockdown.<br>
 <br>
QV routes need some testing, but you can combo after the QV. 623HS can be added after sweeps for extra damage and pushback, but unless you NEED the damage to kill with or plan to RC it, the knockdown should be done so you can get balls out and remain close.<br>
 <br><strong>Normal Starters</strong><br>
2K &gt; c.S(2) &gt; 2HS(1) &gt; 2D(2)<br>
2K &gt; 2S &gt; 2D(2)<br>
2K &gt; 2D(2)<br>
 <br>
Those are common examples of ground chains into 2D. As stated in theory, you can go through Venom's ground normals as long as you end in 2D for the knockdown. Beware 2D's shorter range in Xrd though! Sometimes 2K&gt;2D won't work!<br>
 <br>
2K &gt; c.S(3) &gt; Combo Part 1 or 3.<br>
 <br>
Works with a prorated starter or from c.S(3) alone. Only works on standing characters (Potemkin, Leo, and Bedman are exceptions and can be hit 3 times crouching). Combo Part 1 is preferred for getting the corner carry. Part 3 is the easier variant.<br><br>
Against Millia, and Sol you'll have to delay Combo Part 1 a little more than normal.<br><br>
c.S(2) &gt; Combo Part 2 or 5.<br><br>
Only works on crouching characters. Should be guaranteed in most situations on all characters? Various common starters include jump normals and S Mad Struggle.<br><br>
c.S(2) &gt; Combo Part 4.<br>
 <br>
Works on crouching! I believe it only works on Sol, Millia, Slayer, and Faust (midscreen).<br>
 <br>
2S &gt; HS Stinger Aim (RC) &gt;  c.S(3) &gt; Combo Part 1<br>
Confirm on standing opponents from a distance. Turn 50 meter into extra damage, corner carry, and knockdown. 2S is the most common poke you will be doing this with, but it may come from a f.S too.<br><br>
2D &gt; HS Stinger Aim (RC) &gt; Combo Part 1<br><br>
Go for bigger midscreen damage from a low for 50 meter.. Can possibly do a running jump instead of IAD. Maybe with j.K first?<br><br>
Ground Gatling &gt; 5HS or 2D(2) &gt; 623HS RC &gt; 66 j.KSHSD |&gt; 6HS<br>
 <br>
Not sure if these work from low prorated starters. If you need extra damage/corner carry from a crouching opponent, you can do a Double Head Morbid RC. Generally, 3rd hit works best.<br>
 <br>
HSQV Counterhit &gt; 6P &gt; BH &gt; 6HS<br>
Basic QV counterhit confirm. With KQV, maybe 5P/5K &gt; 6P &gt; BH &gt; 6HS?<br>
 <br>
5D &gt; [6] &gt; BH &gt; 66 j.KSHSD |&gt; 6HS<br><br>
Venom's psuedo impossible dust. Timing depends on where the ball hits (usually it's after P set). Sometimes you'll omit the j.K. Recommended to try over raw midscreen dust because of the corner carry, guaranteed knockdown, and safer because the ball is out.<br>
 <br><strong>[AA] </strong>6P &gt; c.S(1 or 2), &gt; j.HS<br><strong>[AA] </strong>6P &gt; c.S(1 or 2) &gt; j.SPS &gt; dj.SHSD<br><br>
Anti-air 6P combos for when the opponent is on top of you.<br>
 <br><strong>[AA] </strong>6P &gt; 6HS<br><br>
Anti-air when the opponent isn't directly on top of you, probably what you'll be going for most of the time. Only guaranteed on counter or ball hit. On regular hit, not much else you can try...<br><strong>Throw Starters</strong><br>
 <br>
Ground Throw &gt; c.S (3) or (slight dash) 2HS(2) &gt; Carcass Raid S &gt; Combo Part 1<br>
Ground Throw &gt; c.S (3) or (slight dash) 2HS(2) &gt; Carcass Raid S &gt; IAD j.SHSD |&gt; jKSHSD |&gt; 6HS.<br>
 <br>
Venom's midscreen throw combos come in two flavors: corner carry and setup. While setup combos were kind in AC+R netting you 3 balls, one of which is lightning, Venom's corner carry is greatly improved in Xrd and lightning balls don't exist anymore, so corner carry generally takes priority. Start charging while doing the dash asap!<br>
 <br>
The second combo is more advanced for a little extra damage and some more corner carry. On Bedman, use 2HS (1).<br>
 <br>
Ground Throw &gt; (slight dash) 2HS(2) &gt; Carcass Raid S &gt; 66 j.KSHSD |&gt; 6HS<br>
 <br>
Works on the whole cast midscreen actually. Notes:<br>
 <br>
Timing is tighter on MI, CH, MA, ZA, VE, LE.<br>
 <br>
VERY hard (but not impossible!) to do on KY, likely not worth it.<br><br>
Ground Throw &gt; (slight dash) 2HS(2) &gt; 6HS<br><br>
Easy mode combo.<br><br>
Ground Throw &gt; (slight dash) 5P &gt; 5P &gt; 6HS<br><br>
Completely burst safe combo.<br>
 <br>
Air Throw |&gt; c.S(1/2) &gt; 214HS &gt; 6P &gt; BH &gt; 6HS<br>
 <br>
This combo will work from about max normal jump height. Consistent knockdown from air throw is great!<br><br><strong>Special Starters</strong><br>
Mad Struggle<br><br>
Treat it as a jump normal essentially and see the combos off of normal starters.<br>
 <br>
HS Stinger Aim (YRC/RC)<br>
 <br>
Treat it as a low proration starter (80%). On YRC, if you wait until the last possible moments to start combo, the proration actually disappears. Hard to confirm that mid match though...<br>
 <br>
623HS RC &gt; 66 j.KSHSD |&gt; 6HS<br>
 <br>
Had meter to spare and it landed? Confirm into this.<br>
 <br><strong>Overdrive Starters</strong><br>
Venom's overdrives don't see use as combo starters unless your opponent did not feel like blocking the Dark Angel you through out, or you threw out a Dark Angel during pressure right when they used a Dead Angle Attack. In that case, just hurry to the corner and let it do its thing....yeah.<br>
[/collapse]</div><br><br><br><div style="width: auto; border: 1px solid #930000; padding: 4px;"> 
<div style="border: 1px solid #3d3d3d; padding: 4px"> 
<b>Corner</b></div>[collapse]<br><strong>Normal Starters</strong><br>
 <br>
2K &gt; c.S(3) &gt; Combo Part 1 or 3 &gt; Combo Part 3, 4, or 5 &gt; QV<br>
 <br>
Standing only. Corner combos let you get essentially 2 combo parts as opposed to the one you get midscreen. <br>
 <br>
2D &gt; HS Stinger Aim (RC) &gt; Combo Part 1 &gt; Combo Part 3, 4, or 5<br><br>
Go for bigger corner damage from a low for 50 meter.. Can possibly do a running jump instead of IAD. Maybe with j.K first?<br>
 <br>
2D (1) &gt; S Carcass &gt; Slight Dash c.S(1) &gt; j.KSHSD |&gt; 6HS<br><br>
Meterless 2D damage, but harder to do. Delay j.HS &gt; j.D on some characters.<br>
 <br>
Airdash j.SD&gt; 6HS&gt;  Combo Part 4 &gt; QV<br>
 <br>
Option off of airdash. No need to confirm standing or crouching opponent.<br>
 <br>
Airdash j.SHS |&gt; c.S(2) &gt; Combo Part 2 or 4 &gt; QV<br>
 <br>
BnB on Crouchers.<br>
 <br>
5D &gt; j.SHSD |&gt; c.S(1) &gt; 5HS &gt; Combo Part 2 or 4<br>
 <br><strong>Throw Starters</strong><br>
 <br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Throw &gt; 5HS &gt; Combo Part 4 , |&gt; 66 j.KSHD, |&gt; 6HS </span></span><br>
 <br>
Opitmized combo from TittyFOFO.<br>
 <br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">"Seems universal. Best to take a step backwards before the 5HS against characters with fat hitboxes, or the 5P and ball will hit at the same time and you won't have time to IAD. 5HS can be swapped with 6HS against most characters to net another 5 damage or so."</span></span><br>
 <br>
Throw &gt; 5HS &gt; Combo Part 4 &gt; QV<br><br>
Doesn't work on Faust.<br><br>
Throw &gt; 5HS &gt; Combo Part 2 &gt; QV<br>
Universal Combo. Combo Part 2 in this case used on aerial opponent.<br>
 <br>
Air Throw &gt; c.S &gt; j. HS<br><br>
Combos are limited from corner air throw sadly. Anyone who could help here...<br><strong>Special Starters</strong><br>
 <br>
Mad Struggle S &gt; c.S(2) &gt; Combo Part 4 &gt; QV<br>
 <br>
Crouching combo. Might be character dependent? If so, perhaps can try other combo parts or going into sweep.<br>
 <br>
Stinger and Double Head apply the same rules as before, and you should be able to get 2 combo parts.<br><strong>Overdrive Starters</strong><br>
 <br>
Still not practical. Get knockdown and set formations off of sporadic unblocked Dark Angels.<br>
 <br>
[/collapse]</div><br>
 <br>
WIP<br>
 <br>
Third update! Corner combos knocked out. Going to see what else I can add soon enough based on user contributions, but I'll probably work on other stuff for now.
]]></description><guid isPermaLink="false">9852</guid><pubDate>Tue, 02 Dec 2014 19:51:19 +0000</pubDate></item><item><title>[Xrd] Venom Gameplay Discussion</title><link>https://www.forums.dustloop.com/forums/topic/8256-xrd-venom-gameplay-discussion/</link><description><![CDATA[
<p style="text-align:center;"><img src="http://kurushii.tv/Dustloop/GGXrd/Graphics/Venom/GGXrd_Header_Gameplay_Discussion.png.png" alt="GGXrd_Header_Gameplay_Discussion.png.png"></p>
<br><br><p>Profile/Movelist:<br><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://ggxrd.com/character/venom/</a><br><br>
IMPORTANT SYSTEM NOTE:<br>
YRCs (25 meter Roman Cancel) occur on moves when you RC when an opponent is not in hit or block stun. There are some unique possibilities, we'll see how they develop, but it also shuts down some staples of Venom's game (such as 2s-&gt;HS Stinger FRC on hit).<br><br>
Normals of note:<br>
6p: Is the AC+R/#Reload Animation<br>
c.s: Has a different animation, but same properties? Hitbox seems closer to #R version, if that's the case, the 3rd hit will miss most characters crouching.<br>
j.d: New normal, replaces old j.d. Venom swings his cue upward, probably jumping anti-air. Also works great in combos, allowing for re-jump loops or 6hs when done close to the ground. j.d hits balls forward a bit, and off the ceiling, causing them to bounce downard.<br>
5hs: Stagger only on counterhit.<br>
6k: Does not exist.<br>
6hs: Has Reload properties (knocks down, but not plummet like AC+R)<br>
5d: A ball struck by this bounces ala AC+R Force Break Stinger? Did not bounce against opponent, maybe wall, considering j.d...<br>
New Gatling: 6p-&gt;6hs. Combo is guaranteed on 6p air counterhit.<br>
2d: Floats higher? Less range?<br><br>
Throw:<br>
Opponent stays in the ball a bit longer? Or maybe Venom recovers faster.<br><br>
Specials of note:<br>
Ball Summon (214 p/k/s/hs):<br>
Formations are all new. P ball still sets in front, K ball formation is the same as Reload, except the lowest ball is now horizontally parallel with the highest ball. One formation places a ball high and behind Venom.<br>
d button summon removed.<br>
Can now cancel into teleport.<br>
K ball j.K oki still works.<br>
Balls cannot be redirected by normals once in motion. (ala #R). Other balls, Stinger, and Carcass work. Not sure about other special moves?<br>
Balls seem to last longer in formation.<br><br>
The Formations (THANK YOU DANDYJ!)<br><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://i.imgur.com/9qMrRLG.png</a><br><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://i.imgur.com/rNaDQYS.png</a><br><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://i.imgur.com/zibrSBi.png</a><br><a data-ipb="nomediaparse" href="" http: rel="external nofollow">http://i.imgur.com/oaqo6dm.png</a><br><br>
Teleport (623k):<br>
Frames are closer to Reload than AC+R (ie, faster startup, more recovery)<br><br>
QV (41236 p/k/s/hs):<br>
The replacement for Dubious Curve (RIP ;_; )<br>
Venom summons a ball that hits the opponent before lining up in formation<br>
Can be charged to create charged balls (ala Stinger charge) on the screen!<br>
While charging, cancels out projectiles<br>
c.s(3) combos into QV. Not sure about midscreen, but full combos in the corner.<br>
Possible to QV YRC and have the ball come out. However, this probably means the attack won't hit.<br>
QV balls last longer than summon balls (about 13 seconds compared to 9)<br>
Counterhit wallbounces.<br><br>
Stinger Aim and Carcass Raid ([4]6 S/HS and [2]8S/HS respectively)<br>
The main change here is that shooting a ball on the screen will now send the ball used by these moves back or forward, and put it in a neutral position (ie, lined up in formation).<br>
Stinger S moves it back. Stinger H moves it forward.<br>
In the case of Carcass, the balls continue/reverse in the direction they were traveling.<br>
Feints are gone<br>
Carcass Raid can no longer be charged.<br>
2S&gt;H Stinger FRC now requires a RC on hit.. You can get YRC for this on block.<br><br>
Double Head Morbid (623 S/HS)<br>
At least one version knocks down. However, you don't have the time to setup a ball right afterward for oki.<br><br>
Overdrives of note.<br>
Dark Angel (2363214S):<br>
New motion, probably to avoid overlapping an input with QV. Also has a fabulous cutscene.<br><br>
Bishop Run Out (2363214hs):<br>
New move.<br>
Summons a special ball on the screen.<br>
Restores to a neutral position after hit and tends to bounce and interacts with other balls a bit.<br>
Any balls that are in formation are absorbed into Bishop Run Out upon move startup (more balls = larger/more powerful/lasts longer?)<br>
When the special ball is black, it is not active and cannot be moved by Venom.<br>
Venom's Teleport counts this as a ball. Because it absorbs balls into it, Venom will always teleport to it whenever it's on screen.<br><br>
Dead Angle Attack:<br>
No longer wall sticks, less knockback.<br><br>
Will be updating this post as vids and info surface. Feel free to contribute/ask/discuss/speculate! And remember, settle with elegance!</p>
]]></description><guid isPermaLink="false">8256</guid><pubDate>Fri, 31 Jan 2014 01:19:13 +0000</pubDate></item><item><title>Venom 1.1 Changelist/Discussion/Video thread</title><link>https://www.forums.dustloop.com/forums/topic/10414-venom-11-changelistdiscussionvideo-thread/</link><description><![CDATA[
<p>Ok guys found system changes and Venom changes (the latter thanks to SOWL and Stunedge on twitter)<br>
 <br><strong>PLEASE NOTE THESE ARE LOCATION TEST CHANGES AND ARE SUBJECT TO CHANGE IN THE FINAL BUILD</strong></p>
<p> </p>
<p><strong>Updated to Test 3</strong><br>
 </p>
<p>Venom changes:<br>
 </p>
<p>Mostly the same from 2.</p>
<p><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Ball Set (214P/K/S/HS) - By holding down a different attack button during the ball setup, you generate a corresponding ball. R<strike>eplaces cancelling sets into each other. </strike> Can now do it either way.</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Ball Set (214P/K/S/HS) - </span></span><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">the P formation's </span></span><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;"> </span></span><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">P ball is now set slightly lower</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Top spin, Back spin - when the set ball is hit with Stinger Aim or Carcass Raid, the ball's level is now increased (ie, turns black and does more hits). See: </span></span><a data-ipb="nomediaparse" href="" https: rel="external nofollow">https://www.youtube.com/watch?v=kmqupvZ52KE</a><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">QV (41236P/K/S/HS) - the blow back on hit is decreased; the attack level is increased with the charge.</span></span></p>
<p>PQV: Hitbox is now the same as other versions.<br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Dark Angel (2363214S) - <strike>Deals 6 more hits (28-&gt;34)</strike>  <strike>Just does better block damage</strike> Is now back to 34 hits.</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">Bishop Runout (2363214HS) - now can be hit sooner; the duration is reduced. Venom can gain meter (slowly) during it. Allows for some interesting combos/loops. See: </span></span><a data-ipb="nomediaparse" href="" https: rel="external nofollow">https://www.facebook.com/video.php?v=10153746613526393</a> for some changes.</p>
<p>c.S (3rd hit): Hitbox increased upwards.</p>
<p> <br>
Extra Changes noted at the test:<br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">6P, lasts 3F-&gt;4F</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">6HS, changed ball’s path when hit</span></span><br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">HS Mad Struggle, last hit dmg 15-&gt;25 </span></span><br>
 <br><span style="color:#282828;"><span style="font-family:helvetica, arial, sans-serif;">System Changes:</span></span><br>
the input buffer for button presses, forward dash etc. has been increased.<br>
Some commands for specials and supers are now easier to input.<br>
If you Blitz Shield a projectile and the opponent is nearby, they get repelled. Now doesn't grant meter for a successful projectile Blitz.<br>
The start-up of purple Roman Cancel is reduced.<br>
When the opponent uses Roman Cancel during a blue Psyche Burst's start-up, a red Roman Cancel is now performed.<br>
Changed the behavior of neutral ukemi at low altitude.<br>
 <br>
 <br>
My thoughts in order:<br>
Set: With the capability to do it either way, one can stick to their comfort zone.<br>
P Set: This is probably to hit it with 2S. This would be pretty cool. I still hope you can hit it with 5P though.<br>
Spin: Pretty cool. Gives you big reward for using the mechanic.<br>
QV: Seems there may be some nice new combos as well as helping to make Venom's current combos more universal. The attack level going up on charge is very cool and may make for some cool oki situations with QV, where you could be up to +10 or more and the ball gets summoned! PQV getting the same hitbox...not sure if it could replace SQV in combos, but it makes it a better ender in some situations!<br>
Dark Angel: Is now Dark Angel again. I missed you.<br>
Bishop: Now that you can gain some meter, that does eliminate some of my gripes for the move. The new combos may prove worthwhile as well. But with Dark Angel buffs and YRC being YRC, Venom will have lots of strong meter options.</p>
<p>c.S: Mixed feelings depending how it turns out. Hopefully c.S(3) on the characters it works on crouching still works. But to get something like the AC/+R version in terms of anti-air would be great!<br>
6P: Doesn't hurt<br>
6HS BH: Might be ok. Never used it before really. Maybe like AC?<br>
HS Mad Struggle: OP PLS NERF (whatever)<br>
 <br>
System thoughts:<br>
Buffer: May help with execution. <br>
Commands: *shrug*<br>
Blitz: Turns out it's only point blank. Outside of HS safejump oki, probably not affecting Venom too much. However, word I got from Fino is that K Ball oki can be blitz'd.<br>
PRC: Depending on how much, might be useful I suppose all around<br>
YRC Burst OS: Venom couldn't use it too much (only really on his crouching combos).<br>
Ukemi: *shrug*</p>
]]></description><guid isPermaLink="false">10414</guid><pubDate>Tue, 02 Dec 2014 19:56:15 +0000</pubDate></item></channel></rss>
