<<<<MOVELIST>>>>
UPDATED 9/1/2010
•Venom's pros en cons•
Cons:
>bad at escaping pressure
>heavily relies in balls
>average damage
Pros:
>okizeme S
>can pin you down in the corner for long
>anti-air A
>mixup B because the damage you get isn't really as good as i-no but its still worth doing.
>infinite setups!
>can increase your guard bar in a wink
[•Moves•]
2S - 6 frames startup. good for interrupting moves and close-ins.
2K- best move to interrupt tick throws and pressure holes.
5S - has more positive frames than 2s(on block)
5P - nothing special
c.S- fast startup and often used to build guard bar.
5H - staggers 39 max frames. on air CH you can use 6P>6H>CR combo
6P - your main anti-air.
6HS - kind of an anti-air but be careful not to whiff. on CH combo is possible
2HS - 2nd anti-air. has a pretty good startup but has slow recovery so careful not to whiff. on CH combo is possible.
j.HS - main anti-ground.
j.D - has a good knockback effect guardhit and if it CH they won't be able to recover until they get near the ground.
[•Special Moves•]
Ball Seisei- your defense against bastards who wants to rush you down.
Dubious Curve- 24f blockstun. electric ball on hit. spam this a lot if they don't know how to handle this.
Carcass Ride S - for zoning, damage and corner pressure.
Stinger Aim H - Stinger Aim H for ramming balls you summoned(watch N-O's match).
Mad Struggle- fastest overhead, although its possible to block it on reaction its still usefull for setting up pressure. + frames on guard, combo on hit.
Double Head Morbid- combo ender
Carcass Ride H- use to this to prevent them from escaping corners
[•Force Break•]
FB Double-Headmorbid - moar okizeme and moar damage rawr! guaranteed knockdown on hit.
FB Madstruggle - guaranteed combo on hit, and if they blocked it you can still continue pressure as you have lots of frame advantage.
FB Carcass Ride - compared to the normal CR H, your recovery is much faster and it moves slower.
FB Stinger Aim - faster than normal SA. probably good to use if you're feeling high.
<<<<BALL FORMATION>>>>
[•BALL SUMMONING PERIMETER•]
*NEW*
All you need to do is get away from their reach to summon. Never try to do a risky summon or else
you'll have to deal with pressure etc. And since we are bad in pressures we can't take risks. Click here for examplehttp://i22.photobucket.com/albums/b3...3173/ss_09.jpg
Summon when youre on frame advantage, using pokes like 5s,2s,6HS, dubious curve(on block).
[•What do I do if they wont let me summon balls?•]
*NEW*
If their character is really bad ass, then you have to keep on back dashing and teleporting around
and wait for an opening to summon or to attack.
[•Rule of the thumb when playing Venom•]
Be innovative with your ball setups and more importantly, have fun.
Midscreen Okizeme:
K>ball
---o-----------
---------------
---------------
---------------
---------------
H>ball
------------o--
---------------
---------------
---------------
---------------
S>K
•j.K top ball
--o------------
---------------
---------------
-------------o-
---------------
Corner Okizeme:
Note: If you're wondering what <lightning ball> stands for, it means the ball ended in dubious curve.
S>K
• j.k top ball
-----or-----
• teleport
--o------------
---------------
---------------
-------------o-
---------------
H>K <lightning ball>
• j.k top ball
-----or-----
• 2p low ball
-----o---------
---------------
---------------
-----o---------
---------------
K>P <lightning ball>
• j.S top ball
---------------
---------------
---------o-----
----o----------
---------------
---------------
K>S <lightning ball>
• j.s top ball
-----or-----
• 2p bottom ball, then do N-O's lockdown (see corner lockdown section, #3)
-----or-----
• 2p bottom ball> summon P ball [formation changed into K>P]
---------------
------o--------
---------------
----o----------
---------------
H>D>P
• j.K/ j.S
• teleport
-------o-------
---------------
---o-----------
------------o--
---------------
S>D>P
• 5P or 6P
---------------
--------------o
-------o-------
-o-------------
H>P>K
• dash> j.S mid ball
• dash> j.S mid ball> 2k> 5S> DC S [formation changed into P>K>S]
----o----------
-----------o---
---------------
------o--------
---------------
Zoning:
K>P
• 5P
• 5K to scatter it faster
---------------
---------------
---------o-----
----o----------
---------------
---------------
K>S
• 2P x spot after summon
• 2P> summon S> summon P> [formed K>S>P]
---------------
------o--------
-----x---------
----o----------
---------------
H>S
• Stinger Aim or if 5p can reach them use 5p> stinger aim
---------------
---------------
---------------
--o------o-----
---------------
K>S>P
• 5H > Stinger Aim (do this if they're far. its kind of hard to avoid and it does good chip damage)
• 5P mid ball to scatter
• 5P on x spot
• summon S [P>K>S formed]
---------------
---------------
------o--------
---o--x--------
--------º------
---------------
P>K>S
• summon P [s>K>P formed]
• j. P on x spot to hit both balls> then 2p bottom ball
---o-----------
-----x----------
------o--------
---------------
----o----------
H>K>P
• 5p/5k to scatter
---------------
-------------o-
--------o------
---o-----------
---------------
---------------
[•Ball Clashing Setups•]
*NEW*
1. Summon K,S, 2p, dash, hit the higher ball with 6p Effect: see for yourself
2. Summon K,S, 2p, stinger aim cancel, dash, summon any ball to hit with other balls, summon p Effect: zones half of the screen, making it almost impossible for them to escape.3.
3. Summon K,P,S, FB CR, summon H,K. Effect: creates a barrier of balls around you.
4. Summon H,K, 6P Effect: balls hit 60 degrees
[•N-otoko's Formation•]
1. P>S to P>S>H
How to do: throw> 6P> 6HS> SUM P> 6HS> SUM S> dash SUM HS> 5P on X MARK.
Note: You have to 5P on between the balls before the formation finish.
----------o--
-------------
--o--X--o---
-------------
-------------
Completed H-formation:
---------o--
------------
--------o---
------------
-------o----
2. K>S SA
How to do: summon K>S>2P on x mark before the bottom ball goes down.> stinger aim cancel
-------------
--------o----
-------X-----
------o------
-------------
3. D>H>P crossup
How to do: throw> 6P> 6H> SUM D> 6H> SUM H> dash SUM P> teleport
----------o--
---o---------
------------o
<<<<COMBO LIST FOR STYLISH PPL>>>>
Note: Sorry but i am not a real combo freak, so some of this probably aren't complete
[•BNB COMBO•]
1. Okizeme Mixup- after knockdown[you should be close]> summon K> j.K K-ball
2. Okizeme Throw- 2K> 5S(2hits)> 2D(2hits)> SUM H> dash j.H throw> [insert throw combo][Easy]
3. SA to DC- 2K> 5S(2hits)> 5H> SA [FRC]> dash 2S> 5H> DC> [insert pressure] [Easy]
4. Sweep to SA- 2K> 5S(2hits)> 2D> SA [FRC]> 6P> 6HS> SUM S> 6H> SUM K> j.K> [insert pressure] [Easy]
5. Sweep to SA2- 2K> 5S(2hits)> 2D> SA [FRC]> 6P> 6HS> CR> 6H> FB DHM > [Hard]
6. Dubious Curve Loop-[Corner] 2K> 5S> 5H> DC S [FRC]> 2S> DC S> 2S> DC S> 2S> DC S> 2S> (FB DHM) or (usual ball on corner dubious curve: DC H> SUM K)
7. FB Madstruggle[Midscreen]- FB MS> airdash> j.S> 6P> 6H> FB DHM
8. FB Madstruggle[Corner]- FB MS> 6P> 6H> CR> 6H> DC H> SUM K
[•THROW COMBO•]
1. FB DHM- throw> 6P> 6HS> CR> 6HS> SUM S> 5S> FB DHM>[Hard]
ver2 DC: throw> 6P> 6HS> CR> 6HS> SUM S> DC K>[Hard]
2. throw> 6P> 6HS> SUM BALL-1> 6HS> SUM BALL-2>[Easy]
3. throw> 6P> 6HS> SUM BALL-1> 6HS> SUM BALL-2> SUM BALL-3>[Easy]
4. throw> 6P> 6HS> Carcass Raid> IAD j.S> j.H> j.D> 5S> j.H> air summon P> j.K p-ball [HARD]
[•Dust combo•]
1. Dust combo to DC setup- 5D> j.Hs> j.Hs> Mad Struggle hs> 6H> summon S> 5S> DC S-ball> summon K-ball>[Hard]
2. Dust combo w/ Summon- 5D> j.Hs>j.D> air summon HS>j.k> j.s> jc.k> j.s> j.h>j.d>[Medium]
3. Basic damage combo- 5D> j.HS> j.HS> j.K> j.S> j.P> jc.K> j.S> j.H> j.D>[Easy]
4. Basic D-Okizeme- 5D> j.HS> j.HS> Mad Struggle HS> 6HS> [Easy]
[•DUBIOUS CURVE SETUP•]
1. Madtruggle to DC- Mad Struggle> 5S(2hits)> 5HS> DC HS> Summon K> 5K lightning ball>[Easy]
2. Dust combo to DC setup- 5D> j.Hs> j.Hs> Mad Struggle hs> 6H> summon S> 5S> DC S-ball> summon K-ball>[Medium]
3. K>S - 2K>5S>5H> Dubious Curve K> Summon S> dash j.S> air backdash> j.S>5S> teleport>[Medium]
<<<<PRESSURE>>>>
Pressure tips:
Anti-FD: Remember to use level 3 moves to prevent getting pushed back on corners. I think the higher the moves level the farther you'll be pushed back. If you're pushed back it'll be harder to continue you're pressure.
[•FUZZY GUARD SETUP•]
*NEW*
Try to use different strings of fuzzy guard so its harder to anticipate.
1. j.H> FB MS or MS
ver2: j.H> j.D> FB MS
2. j.S> FB MS or MS
3. corner H>K setup: j.k k-b> j.s> jc H> FB MS or MS
4. corner H>K setup 2: j.k k-b> airdash> j.k > j.s> FB MS or MS
5. j.k> j.p> FB MS or MS
[•OKIZEME PRESSURE•]
*NEW*
1. Corner DC OKI [H, K ball]: j.K K-b> airdash j.S> 2k> 5S> CR
version 2: j.K K-b> airdash j.S> madstruggle> 2k> 5S> CR
version 3: j.K K-b> airdash j.S> madstruggle> tk madstruggle> continue pressure
2. H-ball okizeme? [H ball]: after knockdown> summon H-b> dash j.S da H-b> 2K
ver 2: after knockdown> summon H-b> dash j.S da H-b and opp's head( yes its a cheap 50/50 mind games but N-O doesnt do the overhead j.S. Maybe its his last move resort or something making it an unexpected move thus considered unblockable.)
3. Corner DC OKI [H, K ball] w/ ball altering: 2p lightning H-b> sum S-b> 2S S-b> sum S-b> 2S S-b> sum P> 6H> teleport j.P
ver 2: 2p lightning H-b> sum S-b> 2S S-b> sum S-b> 2S S-b> 5P K,P ball> continue presure
ver 3 throw: 2p lightning H-b> sum S-b> 2S S-b> sum S-b> 2S S-b> dash throw (random throws are good especially if your opponent got used to blocking every time )
4. 2K> 5S(2hits)> Carcass Raid> dash> 5S(2hits)> Carcass Raid
5.2K> 5S(2hits> Carcass Raid> dash>*repeat*
6. N-O LOCKDOWNAfter knockdown> SUM S> Punch S-ball> SUM S> 2S> SUM S> 2S> Stinger Aim Frc> dash>
[Dubious Curve Pressure]
[Note: Orange= Pressure or blocked.]
1. N-O™- 2K> 5S(2hits)> 5H> DC HS> SUM S> 5S> Stinger Aim.
-Guaranteed lockdown after 2S hits until they reach corner. [Easy]
2. N-O™- 2K> 5S(2hits)> 5H> DC H> SUM K> dash and 2P Kball> SUM S> 2S> SUM S> 2S> 6H> teleport[Corner] [Medium]
3. N-O™- 2K> 5S(2hits)> 5H> DC S> SUM K> 2S> SUM S> 2S> 6HS> TELEPORT> j.P> continue pressure[Corner] [Medium]
4. N-O™ Anti-Burst- 2K> 5S> 5H> DC H> SUM K> j.K> 2K> CR> hits lightning ball [Easy] [Corner]