Venom + tron = FP throw of doom.
-FP throw + tron, walk forward, FP throw.
…after the second throw you can c.lk, c.lk xx death bite
…after the death bite and FS pulls you in, you can tick FP throw + tron as opponent is getting up.
…the same thing works with a venom web as well.
In fact you can do:
-[venom in corner] FP throw + tron, walk forward, FP throw, c.lk, c.lk xx death bite, [FS auto dash in] FP throw + tron, walk forward, FP throw, c.lk, c.lk xx death bite. This will the carry the usually dead opponent into the corner.
-[Venom in or near the corner] FP throw + tron, walk forward, FP throw, s.lk, s.lk + tron xx venom web, [FS auto dash in], tick FP throw + tron, walk forward, FP throw, s.lk, s.lk + tron, venom bite should kill or a venom web/death bite for a guaranteed kill.
Very tech hitable, but also very fun to watch.
-Finish all air combos with a sj.fp midscreen because it will set up crossups, overheads, and tick throws. In the corner, end air combos with sj.fk because of the juggle follow ups.
-[midscreen] launch, sj.lp, lk, lp, fp, then…
…before you land, dash crossup lk, fp, land, s.lk, s.lk + tron xx venom web.
…before you land dash xx lk overhead, land, tick FP throw + tron > follow up.
Stupid mid screen crossup:
-c.lk, c.fk, pause, call in tron, lp venom fang.
Pause long enough so the rings and venom doesnt otg, but crosses up as opponent is getting up.
Venom in corner, taken from my post in the venom thread:
Venom Corner Mix-Up Setup:
-FK throw, walk forward, s.lk (juggle), hold forward.
…Venom switches sides with the opponent and is now in the corner. (character dependent)
Corner Mix-Up with Assist:
- FK throw, walk forward, call tron proj + s.lk(juggle), hold forward (cross-up) xx venom web.
note: The cross-up sandwiches the opponent between venom and tron. Its a nice mix-up because there are two ways to get your opponent to block the wrong way. (a) the cross-up itself (b) when you do the venom web, venom jumps out of the corner, forcing the opponent to turn around and possibly block the wrong way. They?ll eat tron’s rings and the venom web will link. And finally, if its blocked, its safe.
- FK throw, walk forward, s.lk(juggle), hold forward (cross-up), call tron proj xx venom web.
note: Its very similar to the combo above, except the opponent isnt sandwiched. The venom web still forces the opponent to turn around and potentially block the wrong way. Also, its a nice mix-up between the two combos. Again, its safe if it is blocked.
- FK throw, walk forward, call sentinel ground, s.lk(juggle), hold forward (cross-up), s.lk [hit confirm], s.lk xx Death bite.
Possible for drones to interrupt the super
note: I like tron mix-ups a bit more, but this is ok. If you see the crossed-up s.lks hit, do the super. If not, then let the drones hit from behind-usually blocked-and go from there. If the super is interrupted, I like to go for a tick FK throw back into the corner.
- FK throw, walk forward, s.lk(juggle), hold forward (cross-up), s.lk [hit confirm], s.lp + sent ground xx FP venom fang, sents drones hit from behind > follow up of your choice.
note: So, its a pretty weak crossup and can be seen coming a mile away, but it works sometimes. The good news is that if its blocked, its safe. Also, if the crossed-up s.lks are blocked, call in sent and do a FP venom fang. This is another chance at a cross-up and again, its safe if it is blocked. The launch/blocked FP venom fang cross-up also works mid-screen.
Corner follow-ups after a FK throw
oc.FP, sj.fk, delay sj.fk, land, j.lk, j.fk.
oc.FP, sj.fk, delay sj.fk, land, j.lk, j.fk, land, j. FP throw
oc.FP, sj.fk, delay sj.fk, land, j.lk, j.fk, land, call in sent ground, j. FP throw into assist, dash, oc.FP > whatever
oc.FP, sj.fk, delay sj.fp (1 hit), land, j. FP throw
oc.FP, sj.fk, delay sj.fp (1 hit), land, call in sent ground, j. FP throw into assist, dash, oc.FP > whatever
oc.FP, sj.fk, delay sj.fp (1 hit), land, slight pause, FK throw, oc.FP > whatever
oc.FP, sj.fk, delay sj.fp (1 hit), land, slight pause, call tron proj, FP throw into rings, oc.FP > whatever
oc.FP, sj.fk, delay sj.fp (1 hit), land, slight pause, FK throw > corner mix-up
oc.FP, call in sent ground, sj.lp, pause, sj.fp into assist, hold forward, FP throw before you land
oc.FP, call in sent ground, sj.(forward) lp, pause, sj.fp into assist, land opposite side of opponent, oc.FP, sj.lp, lk, lp, lk, fp.
oc.FP, sj.fk, delay sj.fp (1 hit), land, pause, call sent ground, FP throw, assist hits, venom web, c.lk(otg), s.lp, pause, call in sent ground, j.FP throw into assist, oc.FP > whatever.
Note: With the sj.FP. If it does 1 hit, it acts like a light attack during an active flying screen. 2 hits will cause the flying screen/keep it active.
I play a team of venom expansion, sentinel ground, tron projectile.
-[blocked] s.lk, s.fk + sent xx fp venom fang, drones hit, dash in, s.lk, s.fk + sent xx fp venom fang is safe and pushes the opponent into the corner. This is where you want them.
-[opponent blocking] THC is safe and does a decent amount of chip damage. After a venom web or death bite combo and you want to guarantee a dead character (not give them any chance to tag out or DHC) after you dash in, THC.
Guardbreak:
-FP web throw xx venom web.
ETA: here is a vid of the corner crossup. its at :50 into the vid.
http://youtube.com/watch?v=VCX4v6gdKYk