Zoidberg747
My blades will find your heart
Table of Contents
1. Overview
2. Pros and Cons
3. Venom Stacking
4. Variation Specific Moves
5. Spray 50/50 and How to Punish It
6. Offensive Options and Holes
7. Option Selects
8. Defensive/Footsie Options
9. Wakeups and Oki
10. Beating Crossover and Jump ins
11. Punishers
12. Combos
13. Matchups
14. Patch Changes
Overview
Venemous Dvorah is a variation that revolves around venomous and poison attacks. Her main differences between the other two variations are the bug spray move and the venom stacking mechanic which will both be explained below. Venemous mainly relies on footsies that cause damage over time, an unsafe 50/50, restands, and chip damage.
+Has very good footsie tools that add to venom stacking
+Said footsie tools increase the damage of her combos and 50/50 for a limited time
+Has a very good corner game
+Builds a ton of meter
+Does a lot of chip damage
+Makes throw, d2, and njp even more dangerous due to the venom stacking
+Can restand the opponent after a combo to remove any possibility of wakeup
+Wakeups add to venom stacking and make them even more of a threat
- Still does less damage than Swarm Queen(barely though)
-50/50 is unsafe BUT you can confuse opponents by extending spray or not
-Wakeups are slightly scarier but still bad
-Venom Stacking does not last very long and forces you to take risks if you want to capitalize on it.
-Spray is still punishable if your opponent waits until it ends and has a fast punisher.
+Said footsie tools increase the damage of her combos and 50/50 for a limited time
+Has a very good corner game
+Builds a ton of meter
+Does a lot of chip damage
+Makes throw, d2, and njp even more dangerous due to the venom stacking
+Can restand the opponent after a combo to remove any possibility of wakeup
+Wakeups add to venom stacking and make them even more of a threat
- Still does less damage than Swarm Queen(barely though)
-50/50 is unsafe BUT you can confuse opponents by extending spray or not
-Wakeups are slightly scarier but still bad
-Venom Stacking does not last very long and forces you to take risks if you want to capitalize on it.
-Spray is still punishable if your opponent waits until it ends and has a fast punisher.
Venom Stacking
Variation Specific Moves
Spray 50/50 and How to Beat It
Venemous Offensive Options and Holes
One of the most interesting things about this variation is the venom stacking. This can be quite confusing so I will try and explain the best that I can. Each time an ovipositor(scorpion tail looking limb) or pincer(comes out of her hands) hits the opponent it does .03% of tick damage(damage over time). So if there is 5 ticks the damage would be 1.5%. There is a 5 second window where you can increase the ticks by connecting another ovi move in the 5 seconds. This means that when two ovi moves connect you are adding 2% DoT, when 3 are connected you are adding 2.5% etc. (Thanks to @TerribleMatt for explaining this in the Venemous Discussion Thread). All moves that add to venom stacking are listed below.
D1
D2
D4
D3
Throw
NJP
Ji1/2
B21(only the 1)
F22
112
11
Ovipositor charge
D1
D2
D4
D3
Throw
NJP
Ji1/2
B21(only the 1)
F22
112
11
Ovipositor charge
Bug Spray- A move where she summons a bug minion that shoots out acid at the opponent. The opponent will grab their face and walk backwards in agony. Can be extended for up to 2 seconds and can be stopped at any time. This move does about 10% damage and about 4-5% chip damage. It also builds about half a bar if extended for the full duration on block. Breaks armor after the 1st hit.
EX Bug Spray- Same as Bug Spray except it starts up faster, does more chip damage, and more damage overall. However it pushes the opponent back quicker so you must do it right in the opponents face in order for it to do more damage than bug spray. This move does 14% id done right next to opponents and does about 10% chip damage. This move builds almost a full bar if fully extended on block. Breaks armor after the 1st hit.
EX Bug Spray- Same as Bug Spray except it starts up faster, does more chip damage, and more damage overall. However it pushes the opponent back quicker so you must do it right in the opponents face in order for it to do more damage than bug spray. This move does 14% id done right next to opponents and does about 10% chip damage. This move builds almost a full bar if fully extended on block. Breaks armor after the 1st hit.
Dvorahs 50/50s revolve around b1 spray and f22 spray. If they hit they grant about 20 frames of hit advantage(it says differently in in-game frame data but that is mostly wrong) which is enough hit advantage to go into another b1 or f22. However the spray leaves the opponent at enough of a distance where you cannot get another 50/50 for free, and must run up for any followup offense. You must also keep in mind that they can jump back or backdash to avoid your followup. The exception is when the opponent is cornered, as they cannot walk backward anymore. This means that in the corner the 50/50 turns into a vortex, where your opponent must guess right or they will get put right back into another 50/50.The hit advantage or block advantage does not change no matter how long you hold the spray, so in most cases it is best to just extend the spray for its full duration.
If you are just reading above the spray may seem like a very powerful, borderline broken tool. However it has one major weakness: it is -20(approximately) and it can be punished by everyone in the cast. After the patch it is harder to punish as the opponent cannot OS it, but the key to punishing it is to wait until it is done and then punish accordingly(basically have good reaction time).
If you are just reading above the spray may seem like a very powerful, borderline broken tool. However it has one major weakness: it is -20(approximately) and it can be punished by everyone in the cast. After the patch it is harder to punish as the opponent cannot OS it, but the key to punishing it is to wait until it is done and then punish accordingly(basically have good reaction time).
I have already talked about the spray 50/50 and vortex, but there is a lot more offensive options that you have at your disposal. Below are some of her best pressure strings and moves for maintaining offense, whether it be after a spray or in the neutral game:
Puddle- Although most of the time you will end strings in spray or just simply end them by themselves, this is another string ender option. This move has a very long startup time but if hit it grants a soft knockdown and if blocked gives over 20 frames of hit advantage! This can be a good move to end strings with every once in a while as it grants a free 50/50 if blocked. The main problem with using this move is that it can be avoided by any forward advancing move. For example, if you end a string with puddle against Mileena she can simply roll to avoid the puddle and punish you for a full combo. This is why this move should be used sparingly.
112- While this string is a high, it is also her fastest string(7f) and relatively safe(-4). The best time to use this string is after a d1 hits your opponent as it is practically guaranteed. The best thing about this string is that is extremely hit confirmable, so you have plenty of time to see whether it is blocked or not and can adjust accordingly. If it hits you get a free spray which not only damages the opponent but leaves them closer to you then any other string into spray. If it is blocked it best to do nothing as it is -4, and you have to anticipate what your opponent is going to do next. Keep in mind that you can d1 if you think they are going to go straight into any move that is 12f or slower.
113- This is not as good as 112 because it has a gap between the 1 and the 4 but it does leave you neutral on block and end in an overhead. It only leads to a knockdown on hit so this string should only be used once or twice in a match to catch your opponents off guard(unless they don’t know how to punish the gap of course).
F11- This is a mid string that comes out in 12f and is neutral on block. Like 112 it is hitconfirmable although it is a bit tighter of a window. If it hits you get a free spray into pressure. If blocked you are neutral and can either d1 or anticipate a counterpoke and block it.
F112- This is the same as f11 but with the ender. If blocked you are slightly negative but still safe. If it hits you can end in Ovi charge to get a knockdown and venom damage. This string is great to use to close out a round because it is the only string that can be canceled into spray without a gap and will guarantee you chip damage.
F22- This is one of her overhead strings that is used in her 50/50. It has fantastic range and is a great tool for catching backdashes. However, it is very unsafe with F22 being -16 and F224 being -8. Even with it being unsafe the string is simply too good to not use a lot. This is one of her very best strings.
F34- This is her other overhead string. It combos and can switch sides or keep the opponent on the same side(see combo section).
B12- B1 is of course the low option of her 50/50, but the b12 string itself also has its uses. The main use it has is it is a very fast two hitting normal and can break armor. This is crucial against opponents who know how to armor through her frame gaps as it will beat the armor and lead to 17% w/ a knockdown(b12 airthrow). The only problem is that if blocked the b12 leaves you up in the air(the game says it is only but I do not think that is correct) so your opponent will if nothing else be able to d2 you as a punish. Still, the string is important to know, especially against knowledgeable opponents
F42- This more of a gimmick move but it still has its uses. This move does the normal F4 then does a crawling low attack. It should mainly be used to go under projectiles(must be on a read) and can usually be followed up with a small combo.
Run up throw- This works for almost every character but is even better for Venomous because the throw adds to the venom stacking. The throw itself should be mixed up between forward and back throw to make it harder to tech. Keep in mind they can either duck or jump if they suspect it is coming.
X-Ray- Dvorah has one of if not the best X-ray’s in the game. Combined with the fact that Venemous builds insane meter, you could possibly use 3 X-rays in one match. The reason her X-ray is so good is because it can be used in the air or on the ground. The problem with using it on the ground is she has to first propel herself in the air and then goes into it, which makes it easier to react to. The best thing to do if you are grounded is jump forward/backward and do it as soon as you leave the ground. Her X-ray can be used as an anti-air, air to air, whiff punisher, and also does almost 5% chip. Now there is one huge downside to using it too frequently. If you do it too much your opponent will know you are going for it and will bait it out. Or even worse, you will be trying so hard to find the right moment to use X-ray that you will die with a full bar of meter. This is why you should make them respect the threat of it but also not use it at every opportunity.
Holes:
Venemous Dvorah doesn't have many holes after the patch. She does still have some:
Puddle- Although most of the time you will end strings in spray or just simply end them by themselves, this is another string ender option. This move has a very long startup time but if hit it grants a soft knockdown and if blocked gives over 20 frames of hit advantage! This can be a good move to end strings with every once in a while as it grants a free 50/50 if blocked. The main problem with using this move is that it can be avoided by any forward advancing move. For example, if you end a string with puddle against Mileena she can simply roll to avoid the puddle and punish you for a full combo. This is why this move should be used sparingly.
112- While this string is a high, it is also her fastest string(7f) and relatively safe(-4). The best time to use this string is after a d1 hits your opponent as it is practically guaranteed. The best thing about this string is that is extremely hit confirmable, so you have plenty of time to see whether it is blocked or not and can adjust accordingly. If it hits you get a free spray which not only damages the opponent but leaves them closer to you then any other string into spray. If it is blocked it best to do nothing as it is -4, and you have to anticipate what your opponent is going to do next. Keep in mind that you can d1 if you think they are going to go straight into any move that is 12f or slower.
113- This is not as good as 112 because it has a gap between the 1 and the 4 but it does leave you neutral on block and end in an overhead. It only leads to a knockdown on hit so this string should only be used once or twice in a match to catch your opponents off guard(unless they don’t know how to punish the gap of course).
F11- This is a mid string that comes out in 12f and is neutral on block. Like 112 it is hitconfirmable although it is a bit tighter of a window. If it hits you get a free spray into pressure. If blocked you are neutral and can either d1 or anticipate a counterpoke and block it.
F112- This is the same as f11 but with the ender. If blocked you are slightly negative but still safe. If it hits you can end in Ovi charge to get a knockdown and venom damage. This string is great to use to close out a round because it is the only string that can be canceled into spray without a gap and will guarantee you chip damage.
F22- This is one of her overhead strings that is used in her 50/50. It has fantastic range and is a great tool for catching backdashes. However, it is very unsafe with F22 being -16 and F224 being -8. Even with it being unsafe the string is simply too good to not use a lot. This is one of her very best strings.
F34- This is her other overhead string. It combos and can switch sides or keep the opponent on the same side(see combo section).
B12- B1 is of course the low option of her 50/50, but the b12 string itself also has its uses. The main use it has is it is a very fast two hitting normal and can break armor. This is crucial against opponents who know how to armor through her frame gaps as it will beat the armor and lead to 17% w/ a knockdown(b12 airthrow). The only problem is that if blocked the b12 leaves you up in the air(the game says it is only but I do not think that is correct) so your opponent will if nothing else be able to d2 you as a punish. Still, the string is important to know, especially against knowledgeable opponents
F42- This more of a gimmick move but it still has its uses. This move does the normal F4 then does a crawling low attack. It should mainly be used to go under projectiles(must be on a read) and can usually be followed up with a small combo.
Run up throw- This works for almost every character but is even better for Venomous because the throw adds to the venom stacking. The throw itself should be mixed up between forward and back throw to make it harder to tech. Keep in mind they can either duck or jump if they suspect it is coming.
X-Ray- Dvorah has one of if not the best X-ray’s in the game. Combined with the fact that Venemous builds insane meter, you could possibly use 3 X-rays in one match. The reason her X-ray is so good is because it can be used in the air or on the ground. The problem with using it on the ground is she has to first propel herself in the air and then goes into it, which makes it easier to react to. The best thing to do if you are grounded is jump forward/backward and do it as soon as you leave the ground. Her X-ray can be used as an anti-air, air to air, whiff punisher, and also does almost 5% chip. Now there is one huge downside to using it too frequently. If you do it too much your opponent will know you are going for it and will bait it out. Or even worse, you will be trying so hard to find the right moment to use X-ray that you will die with a full bar of meter. This is why you should make them respect the threat of it but also not use it at every opportunity.
Holes:
Venemous Dvorah doesn't have many holes after the patch. She does still have some:
B1 (gap) spray/puddle
112 (gap) spray/puddle
F11 (gap) spray/puddle
11 (gap) 3
These holes are important to know as you must be able to adapt quickly if you find your opponent knows where these gaps are. As stated above, if you feel they are looking to armor through gaps you can use b12 to break their armor.
112 (gap) spray/puddle
F11 (gap) spray/puddle
11 (gap) 3
These holes are important to know as you must be able to adapt quickly if you find your opponent knows where these gaps are. As stated above, if you feel they are looking to armor through gaps you can use b12 to break their armor.
Venemous Defensive/Footsie Options
Wakeups and Oki
Beating Crossovers and Jump Ins
Although Venemous can be played very aggressively, sometimes it is better to mix up your playstyle and take a more defensive approach. Dvorah has enormous range on her normals which means she can play footsies with almost anyone. Below are a list of her best footsie tools and when to use them:
D3/D4- Her pokes are very crucial to her footsie game. D4 has more reach than D3, but if you do a d3 you are able to d4 immediately after. This is not a true blockstring but tends to catch many opponents. It is great if it hits because you get double the venom stacking. Using D4 and D3 to stop running is a great strategy that will make your opponents think twice about approaching. D3 is a decent anti air that can be used if the opponent is jumping anywhere but right next to you, and d4 can be used to trip guard opponents as they land. D4 also ducks under high projectiles and low profiles certain mids.
D2- Dvorah has one of the best D2s in the game, made even better by the fact that it adds to venom stacking. D2 will beat out almost any jumpins, even crossovers if timed correctly(wait until the opponent has crossed over completely). When used right D2 can make your opponents fear jumping. It also can be used as a punisher(I believe it is 9f but could be wrong), or even used to try and counterpoke an opponents pressure. This is risky because all d2s are full combo punishable on block, but Dvorah’s has so much pushback that it can only be punished by characters with very fast advancing specials.
Puddle- If used right puddle can stop opponents from moving at all. It can be used as an anti air(the jip will probably trade though), it can be used to stop run, and it can also be used to stop offense. The puddle has a very slow startup so you have to be very careful when you use it. Additionally, if you do it at the wrong time your opponent can just run up and punish you while it is recovering. The best time to use it is when your opponent is running straight at you, because due to the startup the move will track them and hit when they are right next to you. You have to do it on reaction to a run though, but if done on reaction it will at the very least trade with your opponents attack and at best will cause them to block and give you free pressure or a free backdash. It can also be used when an opponent is jumping to hit them out of the air.
B12- If you think your opponent is going to end a string with an armor move or try and armor anything else you can use this to beat it.
Spray- Sometimes when in the neutral it is good to use spray by itself. At max range the move is generally safe except for forward advancing specials, and the active frames are very deceiving which cause a lot of opponents to walk straight into it. You must be careful because the startup is very slow and can be stuffed if your opponent is to close.
D3/D4- Her pokes are very crucial to her footsie game. D4 has more reach than D3, but if you do a d3 you are able to d4 immediately after. This is not a true blockstring but tends to catch many opponents. It is great if it hits because you get double the venom stacking. Using D4 and D3 to stop running is a great strategy that will make your opponents think twice about approaching. D3 is a decent anti air that can be used if the opponent is jumping anywhere but right next to you, and d4 can be used to trip guard opponents as they land. D4 also ducks under high projectiles and low profiles certain mids.
D2- Dvorah has one of the best D2s in the game, made even better by the fact that it adds to venom stacking. D2 will beat out almost any jumpins, even crossovers if timed correctly(wait until the opponent has crossed over completely). When used right D2 can make your opponents fear jumping. It also can be used as a punisher(I believe it is 9f but could be wrong), or even used to try and counterpoke an opponents pressure. This is risky because all d2s are full combo punishable on block, but Dvorah’s has so much pushback that it can only be punished by characters with very fast advancing specials.
Puddle- If used right puddle can stop opponents from moving at all. It can be used as an anti air(the jip will probably trade though), it can be used to stop run, and it can also be used to stop offense. The puddle has a very slow startup so you have to be very careful when you use it. Additionally, if you do it at the wrong time your opponent can just run up and punish you while it is recovering. The best time to use it is when your opponent is running straight at you, because due to the startup the move will track them and hit when they are right next to you. You have to do it on reaction to a run though, but if done on reaction it will at the very least trade with your opponents attack and at best will cause them to block and give you free pressure or a free backdash. It can also be used when an opponent is jumping to hit them out of the air.
B12- If you think your opponent is going to end a string with an armor move or try and armor anything else you can use this to beat it.
Spray- Sometimes when in the neutral it is good to use spray by itself. At max range the move is generally safe except for forward advancing specials, and the active frames are very deceiving which cause a lot of opponents to walk straight into it. You must be careful because the startup is very slow and can be stuffed if your opponent is to close.
Wakeups:
One of Dvorah’s main weaknesses is her lack of good wakeups. Her only armored wakeup is EX Ovi Charge. This can easily beaten by a NJP and can be punished if blocked. Venemous does have the added benefit of the wakeup being slightly more scary, because if it hit it adds to venom stacking. In general though you are going to have to either delay wakeup and block or stand quickly and block. You can also wakeup backdash but opponents who anticipate that will just run up and attack.
Oki:
Speaking from personal experience, there really shouldn’t be many times when you knock the opponent down. Most combos should end with restand as they allow her to continue pressure without worrying about wakeups at all. But if you like to go for maximum damage or if you anti air the opponent she does have some good oki options. As mentioned before both Spray and b12 break armor, but they are unsafe. You can also always anticipate a wakeup and block it, hopefully allowing for a free punish.
She also has meaty puddle setups much like swarm vortex setups in swarm queen. What these essentially do is eat any wakeup attack. They can be beat by wakeup backdash or delay wakeup. If the setup is blocked you have free pressure and if it hits you have another knockdown. An example of this setup would be 212 EX Puddle b21 puddle.
One of Dvorah’s main weaknesses is her lack of good wakeups. Her only armored wakeup is EX Ovi Charge. This can easily beaten by a NJP and can be punished if blocked. Venemous does have the added benefit of the wakeup being slightly more scary, because if it hit it adds to venom stacking. In general though you are going to have to either delay wakeup and block or stand quickly and block. You can also wakeup backdash but opponents who anticipate that will just run up and attack.
Oki:
Speaking from personal experience, there really shouldn’t be many times when you knock the opponent down. Most combos should end with restand as they allow her to continue pressure without worrying about wakeups at all. But if you like to go for maximum damage or if you anti air the opponent she does have some good oki options. As mentioned before both Spray and b12 break armor, but they are unsafe. You can also always anticipate a wakeup and block it, hopefully allowing for a free punish.
She also has meaty puddle setups much like swarm vortex setups in swarm queen. What these essentially do is eat any wakeup attack. They can be beat by wakeup backdash or delay wakeup. If the setup is blocked you have free pressure and if it hits you have another knockdown. An example of this setup would be 212 EX Puddle b21 puddle.
Beating Crossovers and Jump Ins
As has been discussed on TYM before, most characters don’t have one move that can beat every air option. Dvorah is no exception, so below is a list of her AA options and when to use them.
D2- Self explanatory and explained above already. Is not always best when dealing with crossovers though.
1- Great for either beating empty jumps or crossovers. Can convert into a full combo into restand if hit. Only problem is it gets beat out or trades with most jump in punches or crossover punches.
D3- As explained above, D3 can hit opponents out of the air. You have to do it when they are fairly close to the ground or else it will whiff. It can also beat crossovers but will trade with any crossover jumps.
D4- The best thing about D4 is that it lowers her hitbox, which will cause many jips to whiff. The recovery is long though so you cant really punish them in any way, and they can still jip really close to the ground to still hit you. D4 can also be used to trip guard opponents(punish them once they land on the ground).
Backdash/Forward Dash- This is a universal option but is good to discuss anyway. If you see your opponent jumping at you can dash under them and punish them once they land(I use 112 spray to set up more pressure).
D2- Self explanatory and explained above already. Is not always best when dealing with crossovers though.
1- Great for either beating empty jumps or crossovers. Can convert into a full combo into restand if hit. Only problem is it gets beat out or trades with most jump in punches or crossover punches.
D3- As explained above, D3 can hit opponents out of the air. You have to do it when they are fairly close to the ground or else it will whiff. It can also beat crossovers but will trade with any crossover jumps.
D4- The best thing about D4 is that it lowers her hitbox, which will cause many jips to whiff. The recovery is long though so you cant really punish them in any way, and they can still jip really close to the ground to still hit you. D4 can also be used to trip guard opponents(punish them once they land on the ground).
Backdash/Forward Dash- This is a universal option but is good to discuss anyway. If you see your opponent jumping at you can dash under them and punish them once they land(I use 112 spray to set up more pressure).
D1- After the patch d1 is a great AA option because it can combo into f22 ovi or f22 spray.
Punishers
Below is a list of her best punishers. Combos for said punishers will be listed below this section.
1- Her fastest punisher at 7f. Not as good damage as 2.
212- Her second fastest punisher at 8f. Better damage than 1, most likely her best punisher.
F44- This is her slowest punisher at around 14f but is one of her most damaging.
F22/b1- If a move is super unsafe you can always opt to go into the 50/50 vortex.
Throw- Her best reversal(9f?) and does venom stacking damage. Opponent can tech it of course but hardly anyone does.
EX Ovi Charge- Her main tool for armoring through any frame gaps. Does venom stacking damage.
1- Her fastest punisher at 7f. Not as good damage as 2.
212- Her second fastest punisher at 8f. Better damage than 1, most likely her best punisher.
F44- This is her slowest punisher at around 14f but is one of her most damaging.
F22/b1- If a move is super unsafe you can always opt to go into the 50/50 vortex.
Throw- Her best reversal(9f?) and does venom stacking damage. Opponent can tech it of course but hardly anyone does.
EX Ovi Charge- Her main tool for armoring through any frame gaps. Does venom stacking damage.
Venemous has a lot of options when doing combos. You can either go for restands or venom damage. Note: Restand combos will vary in damage based on your positioning, because your positioning will determine how much of the spray actually connects. Credit is in parentheses.
Meterless:
212 db1 d1 f22 ovi- 26%+6% DoT (@Take$$$)
11b2 d1 f34 d1 f22 ovi- 28%+8% DoT
F34 d1 F34 d1 f22 ovi- 28%+8% DoT
F44 F34 d1 F22 ovi- 28%+8% DoT
NJP F44 D3 F22 Ovi- 27%(Orchazm)
D1 F22 ovi- 15%+5% DoT (AA combo)
Meterless restands:
212 db1 f11 spray- 26% (@Vak Phoenix)
11b2 d1 f34 d1 f44 spray- 28%
F34 d1 F34 d1 F44 spray- 29%
F44 F34 d1 F44 Spray-
NJP ji1 run f22 spray-
1 Bar:
212 EX Puddle njp ji1 run f22 ovi-
1 bar restands:
212 EX Puddle njp f22 spray-
Corner Meterless:
212 db1 d1 d1 d1 d4 ovi- 26%+8% DoT
Corner Restands Meterless:
212 db1 d1 f22 spray- 30%
Corner 1 bar:
212 EX Puddle njp ji1 ji1 d1 d1 d1 11 ovi- 34%+8%
Corner 1 bar restands:
212 EX Puddle njp ji1 ji1 F44 spray- 37%
212 db1 d1 d1 d1 112 EX Spray- 44% (@KillaGthug4Life )
F34 d1 F34 d1 112 EX Spray- 42%
Meterless:
212 db1 d1 f22 ovi- 26%+6% DoT (@Take$$$)
11b2 d1 f34 d1 f22 ovi- 28%+8% DoT
F34 d1 F34 d1 f22 ovi- 28%+8% DoT
F44 F34 d1 F22 ovi- 28%+8% DoT
NJP F44 D3 F22 Ovi- 27%(Orchazm)
D1 F22 ovi- 15%+5% DoT (AA combo)
Meterless restands:
212 db1 f11 spray- 26% (@Vak Phoenix)
11b2 d1 f34 d1 f44 spray- 28%
F34 d1 F34 d1 F44 spray- 29%
F44 F34 d1 F44 Spray-
NJP ji1 run f22 spray-
1 Bar:
212 EX Puddle njp ji1 run f22 ovi-
1 bar restands:
212 EX Puddle njp f22 spray-
Corner Meterless:
212 db1 d1 d1 d1 d4 ovi- 26%+8% DoT
Corner Restands Meterless:
212 db1 d1 f22 spray- 30%
Corner 1 bar:
212 EX Puddle njp ji1 ji1 d1 d1 d1 11 ovi- 34%+8%
Corner 1 bar restands:
212 EX Puddle njp ji1 ji1 F44 spray- 37%
212 db1 d1 d1 d1 112 EX Spray- 44% (@KillaGthug4Life )
F34 d1 F34 d1 112 EX Spray- 42%
Coming Soon
Patch Changes
- F44 damage reduced by 2- Reduced most of her combos involving F44 by 1 or 2%.
- Slightly adjusted several characters collision regions while attacking while jumping- Makes her AAs much more effective.
- Removed the ability to option select execute a special move or throw reversal after block stun while still holding the block button- This means the opponent must guess when you are ending the spray and cannot OS punish it every time.
- Bug burst is now 13 frames startup- This means that any string into Bug Burst has no gaps, and means things like F22 EX Spray can be used to end rounds. Also allows certain combos to end in EX spray that couldnt before, making the corner game more dangerous.
- Bug Spray is now 20 frames startup- Still causes many strings to have holes before the spray, with the exception of f22. Also allows bug spray to be used as an AA and in certain combos.
- Increased the initial damage on bug spray and bug burst- Now does more damage if you let go early
- 11,d1,112, ji1,ji2 all add to venom stacks. Allows for more opportunities for venom damage and increases combo ability.
Feel free to correct anything or add any thoughts that might be important. I will be updating the guide regularly.
Last edited: