GGACR/Venom

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Venom
GGAC Venom Portrait.png

Defense Modifier: x 1.06

Guts Rating: 1

Stun Resistance: 60

Jump Startup: 4

Backdash Time: 13

Backdash Invincibility: 1-7

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D
Normal
Venom normal p.png
Venom normal k.png
Venom normal s.png
Venom normal h.png
Venom normal d.png
EX
Venom ex p.png
Venom ex k.png
Venom ex s.png
Venom ex h.png
Venom ex d.png
Slash
Venom slash p.png
Venom slash k.png
Venom slash s.png
Venom slash h.png
Venom slash d.png
#R
Venom reload p.png
Venom reload k.png
Venom reload s.png
Venom reload h.png
Venom reload d.png

Overview[edit]

Guilty Gear's resident baker armed with a pool cue; Venom is unique even within the world of Guilty Gear.

The pool cue is not only for style but also is an integral part of his gameplay. Venom has one of the most unique designs in fighting games. He has the ability to place pool balls on screen in various formations and hit the balls with his normals, specials, and even other balls. Although this does give Venom the ability to zone his strongest feature is his ability to set up pressure. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defense due to his lack of reversals. When one capitalizes on his strengths, Venom is a strong and versatile character with great room for creative expression.

Venom's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player. In addition to his strong pressure, Venom has good tools for playing the neutral game. Venom works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. Venom does lack high/low mixups outside of Tiger Knee Mad Struggle and 5D, both of which are easily reactable. Venom lacks any form of defensive tool outside of the universal game mechanics, and as such suffers greatly when the enemy gets past his neutral tools.

Strengths Weaknesses
  • Good pressure.
  • Good pokes, neutral, and okizeme.
  • Setplay and zoning are both viable.
  • Decent mixups.
  • Ball setups allow for extreme versatility.
  • No reversals.
  • Below Average damage.
  • Mediocre backdash.


Unique Mechanics[edit]


Ball Set[edit]

Venom has a special which places a ball on the screen and shifts other placed balls into one of many predefined formations.

The balls which Venom has placed on the screen do absolutely nothing on their own, but can be interacted with in a number of different ways. Balls can be hit with Venom's normals to launch the balls at varying speeds and angles. Balls can be hit by other balls, much like balls in real life pool, to cover yet more angles. And balls can be teleported to.

Guilty Bits Character Intro



Normals[edit]

Damage values in [brackets] note the damage of a ball launched by the move.

[edit]
5P
GGAC Venom 5P.png
GGXXACPR Venom 5P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
6 [26] Mid CSJR 6 3 9 -2

One of Venom's primary ball hitting buttons. 5P's ability to chain into itself is useful for baiting bursts and DAAs.

  • hits balls horizontally at a very low speed.
  • 85% prorate.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

[edit]
5K
GGAC Venom 5K.png
GGXXACPR Venom 5K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 [32] Mid SJR 7 3 15 -8

5K is Venom's primary low crush normal. The reward for landing it outside of c.S range is small. 5K is especially useful for hitting balls when one needs the balls to travel faster than 5P but slower than f.S.

  • Hits balls horizontally with moderate speed.
  • 90% prorate.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 6H, 5D, 2D

[edit]
c.S
GGAC Venom cS.png
Don't Burst
GGXXACPR Venom cS-1-Hitbox.png

1st Hit (Frames 5-6)

GGXXACPR Venom cS-2-Hitbox.png

2nd Hit (Frames 7-8)

GGXXACPR Venom cS-3-Hitbox.png

3rd Hit (Frames 9-12)

GGXXACPR Venom cS-4-Hitbox.png

3rd Hit (Frames 13-15)

Damage Guard Cancel Startup Active Recovery Frame Adv.
16x3 [32] Mid SJR 5 2,2,7 20 -10

c.S is the main basis of Venom's close combat.

  • Deals good guard bar on block and offers time to charge a ball in and of itself.
  • 3rd hit launches, 28 untechable frames if opponent was standing.
  • Tied for Venom's fastest button with 2K, and can be freely chained into and out of it.
  • Jump cancelable during any one of the 3 hits making it a dangerous burst point for the opposing player.
  • Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
  • Excellent for option selecting with forward throws (6S+H).
  • Sometimes useful as an anti-air, with good reward on counterhit.

Gatling Options: 6P,6K,f.S,2S,5H,5D,2D

[edit]
f.S
GGAC Venom fS.png
GGXXACPR Venom fS-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 [38] Mid SR 9 2 18 -6

Venom's far slash is excellent for controlling space. Though Venom reaches his hurtbox forward during f.S it is pretty fast and covers a great distance. At max range it can be used to cancel into a ball set in order to get balls on screen when normally one would not have time to do so. f.S becomes especially useful when combined with a ball hit which improves the frame advantage.

  • Hits balls horizontally with high speed

Gatling Options: 2S, 5H, 2H, 5D, 2D


[edit]
5H
GGAC Venom 5H.png
ENGLISH
GGXXACPR Venom 5H-1-Hitbox.png

Frames 10-12

GGXXACPR Venom 5H-2-Hitbox.png

Frames 13-16

Damage Guard Cancel Startup Active Recovery Frame Adv.
38 [42] Mid SR 10 7 18 -6

Almost useless on its own when not shooting a ball or mid combo. Can be used as filler in specific high-damage routes, and can sometimes be canceled into Dark Angel on block safely.

  • Launches balls at a very high speed.
  • Staggers on hit (max 39f)


5D[edit]
5D
GGAC Venom 5D.png
GGXXACPR Venom 5D-Hitbox.png

Frames 25-27, 30-32

Damage Guard Cancel Startup Active Recovery Frame Adv.
20 [50] High R 25 3(2)3 18 -12

A pretty standard dust that leads to some good things. Launches balls extremely quickly, though thanks to its startup time this is rarely useful.

  • CH state until end of recovery
[edit]
2P
GGAC Venom 2P.png
GGXXACPR Venom 2P-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
7 [26] Mid CSR 7 4 10 -4

Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.

  • Hits balls low to the ground at low speed
  • 80% prorate

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H

[edit]
2K
GGAC Venom 2K.png
GGXXACPR Venom 2K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
8 [30] Low SR 5 3 9 -2

2K is Venom's go-to low and is tied for his fastest button with c.S. 2K is most frequently used to open the enemy up before following up with c.S, tick-throw, or some other form of mixup.

  • Good speed, decent range, and fair recovery make it a decent low poke.
  • Hits balls low to the ground with low speed.
  • 70% proration.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

[edit]
2S
GGAC Venom 2S.png
GGXXACPR Venom 2S-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
22 [34] Mid SR 6 1 20 -7

2S is one of Venom's best pokes. Despite its appearance 2S is not a low and cannot be used as a mixup.

  • Good speed and great range. Can hit most characters at round start range.
  • Hits balls low to the ground with high speed.
  • Will not hit moves with extreme low profiles such as Sol's Grand Viper, or moves with low invulnerability like Jam's 6H.

Gatling Options: 5H, 2H, 5D, 2D

[edit]
2H
GGAC Venom 2H.png
GGXXACPR Venom 2H-1-Hitbox.png

1st Hit (Frames 7-9)

GGXXACPR Venom 2H-2-Hitbox.png

1st Hit (Frames 10-12)

GGXXACPR Venom 2H-3-Hitbox.png

2nd Hit (Frames 13-16)

Damage Guard Cancel Startup Active Recovery Frame Adv.
20x2 [44] Mid SR 7 6,3 21 -7

2H is useful as a tool in blockstrings to crank up the guard bar, or as a matchup-specific anti-air due to its low stance and disjointed hitbox.

  • raises guard bar by 2x14

Gatling Options: 5D, 2D


[edit]
2D
GGAC Venom 2D.png
GGXXACPR Venom 2D-1-Hitbox.png

1st Hit (Frames 6-7)

GGXXACPR Venom 2D-2-Hitbox.png

2nd Hit (Frames 19-20)

GGXXACPR Venom 2D-3-Hitbox.png

2nd Hit (Frames 21-22)

Damage Guard Cancel Startup Active Recovery Frame Adv.
19x2 [38] Low SR 6 2(11)4 24 -14

Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground when using it which can be useful for going under various things. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen, and can cancel to stinger aim FRC to start an air combo (though it's rare that this is the correct option, it can be useful off various corner setups.) But unfortunately, it's not something you can afford to ever just throw out, because if it whiffs they get a punish for free. Must be cancelled to be any good.

  • 6-33 low stance
  • Second hit untechable for 30 frames
  • In counterhit state until frame 29
[edit]
6P
GGACR Venom 6P.png
GGXXACPR Venom 6P-1-Hitbox.png

Frames 9-11

GGXXACPR Venom 6P-2-Hitbox.png

Frames 12-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
28 [36] Mid SR 9 6 20 -12

6P is a fairly reliable anti-air and can counter-poke against some grounded normals. The reward off of a successful 6P is significant as it can usually combo into 2D and Dubious Curve. Be aware that despite its strengths 6P can fail to catch enemies who are approaching out of a high jump arc, or who have a jump-in faster than 6P's startup. The final 2 active frames of 6P are not invulnerable, and can be hit by deep hitboxes if 6P is poorly timed.

  • 90% prorate

Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D, 2D

Supplemental Frame Data:

  • 1-4f above-the-knees invuln; 5-11f upper body invuln
  • 22 untechable time on air hit


[edit]
6K
GGACR Venom 6K.png
Dead Gods Rise
GGXXACPR Venom 6K-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 [40] Mid SR 16 2 25 -14

Primarily used as combo filler, but does have a tall disjointed hitbox which can be used as a very situational anti-air.

  • Ground Bounces on hit

Gatling Options: f.S, 2S, 5H, 2H

[edit]
6H
GGAC Venom 6H.png
GGXXACPR Venom 6H-1-Hitbox.png

Frames 15-16

GGXXACPR Venom 6H-2-Hitbox.png

Frames 17-18

GGXXACPR Venom 6H-3-Hitbox.png

Frames 19-20

Damage Guard Cancel Startup Active Recovery Frame Adv.
48 [50] Mid SR 15 6 27 -14

6H is primarily used as a combo ender due to its high damage and plummet attribute. it can additionally be used as a fair anti-air off of a prediction from f.S range. The gap between the hitbox and Venom's hurtbox on frames 15-16 can cause the attack to miss if the enemy gets too close to Venom.

  • 90% forced prorate

Additional Frame Data:

  • 44f plummet on hit

Air Normals[edit]

[edit]
j.P
GGAC Venom jP.png
GGXXACPR Venom jP-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10 [28] High CSR 7 6 9 -

j.P is a decent air-to-air, and a good button to option select air-throw with.

  • j.P and j.S chain back and forth with each other to extend air block strings.
  • Useful to hit balls slowly and horizontally through the air.

Gatling Options: j.P, j.K, j.S, j.H, j.D

[edit]
j.K
GGAC Venom jK.png
What's in motion tends
to stay in motion
GGXXACPR Venom jK-Hitbox.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 [32] High SR 8 12 12 -

j.K is a very useful button for hitting balls due to its large number of active frames, and large hitbox. The hurtbox is much larger than the hitbox, and as such is not a strong air-to-ground button without balls to cover for it. The large number of active frames allows the Venom player to use j.K early in a jump, recover, and use another air normal afterwards.

  • Has a small crossup hitbox.
  • Hits balls downward at moderate speed.

Gatling Options: j.P, j.S, j.D

[edit]
j.S
GGAC Venom jS.png
GGXXACPR Venom jS-1-Hitbox.png

Frames 7-8

GGXXACPR Venom jS-2-Hitbox.png

Frames 9-11

Damage Guard Cancel Startup Active Recovery Frame Adv.
24 [37] High SJR 7 5 21 -

j.S is Tied with j.P for Venom's fastest air normal and is also jump cancelable. Due to this, j.S is useful in a number of situations such as in air-block-strings, air combos, and hitting balls.

  • Has a generous hitbox below Venom that can crossup.
  • Jump cancelable.
  • Hits balls downward diagonally at a high speed.

Gatling Options: j.P, j.H, j.D

[edit]
j.H
GGAC Venom jH.png
GGXXACPR Venom jH-1-Hitbox.png

Frames 10-13

GGXXACPR Venom jH-2-Hitbox.png

Frames 14-17

Damage Guard Cancel Startup Active Recovery Frame Adv.
36 [46] High SR 10 8 18 -

j.H is a potent air-to-ground button due to the deep hitbox relative to Venom's hurtbox. j.H has significant untech time allowing the player to delay their next button, or simply let j.H send the enemy down to the ground.

  • Hits balls very quickly at a 45 degree angle.
  • Plummets opponent on hit (30f untechable)

Gatling Options: j.D

[edit]
j.D
GGAC Venom jD.png
GGXXACPR Venom jD-1-Hitbox.png

Frames 7-10

GGXXACPR Venom jD-2-Hitbox.png

Frames 11-14

Damage Guard Cancel Startup Active Recovery Frame Adv.
40 [50] High, Air SR 7 8 13+6 after landing -

Another fast Venom air move, this one makes for pretty decent air-to-air and also wallbounces. Can also be useful in air dash blockstrings as well as for relaunches with its wallbounce. If it hits a standing opponent in the corner, you can pick them up with c.S. In addition, it's Venom's only normal to hit balls upward while he's in the air, which is useful for certain situations. But watch out for its landing recovery!

  • Wallbounces, 23f untechable
  • 6f landing recovery


Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Venom throw.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10x7 43 pixels - - - - -

A throw with low-average range. The different ways you can combo off of it mean you have a huge amount of setup options afterwards.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
[edit]
Air Throw
GGAC Venom airThrow.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10x7 88 pixels F - - - -

Can start a small combo if you throw the opponent while very low to the ground. Can often connect 6H,though not against cornered opponents thanks to the dead zone; super jump with an air string then. However, new to ACR is a new FRC for this move. Now you should be able to guarantee knockdown from this anywhere!

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
  • FRC timing 45~47F
Dead Angle[edit]
Dead Angle Attack
GGAC Venom 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid R 11 3 19 -8

Venom has no moves with actual invulnerability and his backstep is pretty mediocre. Thankfully, though, he has this move. Wallsticks, and knocks the opponent across the arena if you're not close enough to a corner.

  • 1-13 invuln, 14-29 throw invuln
  • Wallsticks (100f untechable time, 28f wallstick)
  • 50% prorate


Specials[edit]

[edit]
Hit Ball
GGAC Venom hitBall.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Varies All - - - - -

Damage and projectile travel speed depends on what you use to launch it. See values in ( ) by each attack.

  • Chip damage x2
[edit]
Lightning Ball
GGAC Venom lightningBall.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Varies All - - - - -

Each hit does 1/2 the value normal Hit Ball would do. Lightning Ball hits 3 times.

  • Chip damage x2
[edit]
Stinger Aim
[4]6S/H
GGAC Venom 46S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 30 [30] All F 13 - 37 total +2
H 46 [46] All F 9 - 48 total -13

One of Venom's most important special moves. Can be used to shoot balls at a distance or to pressure up close. The FRC is essential for pressure, and can extend your combos, usually causing knockdown. Also note you can shoot summoned balls in straight lines that are around Venom.

[edit]
Charged Stinger Aim
[4]6[S/H]
GGAC Venom 46S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 22x2~6 [30] All F 6 after release - 30 after release see notes
H 26x2~6 [46] All F 5 after release - 44 after release see notes

The charged version is mostly used for okizeme. Cancel into Stinger Aim from a sweep, hold the button, and let it rip. Remember to adjust for character wake up times when necessary.

[edit]
Carcass Raid
[2]8S/H
GGAC Venom 28S.png
GGAC Venom 28H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 36 [35] All - 16 - 34 total +8
H 50 [49] All - 13 - 48 total -9

Another important move for Venom. Both versions have their uses for shooting balls at specific angles. The S version is especially useful in pressure for the huge frame advantage. The HS version controls space very effectively, and when spaced right, has it's own uses for pressure in the corner. However, the HS version disappears if Venom is hit.


[edit]
Charged Carcass Raid
[2]8[S/H]
GGAC Venom 28S.png
GGAC Venom 28H.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 24x2~6 [35] All F after release 9 - after release 27 see notes
H 27x2~6 [49] All F after release 6 - after release 41 see notes

Charging Carcass Raid isn't as useful as Stinger Aim overall, but the option is there.

[edit]
Cancel
P during Charged Stinger Aim or Charged Carcass Raid
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 5 total -

Cancelling the charge is pretty strong when you can get your opponent to respect you. You can then go for a throw or continue pressure. Another use is to recover faster if your opponent is already moving away from where the shot will go.

[edit]
Ball Formation
214x air OK
GGAC Venom 214X.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - 26 -

This is THE move for Venom. Knowing where and when to place these is absolutely essential. Learn the formations as listed later on the page, experiment, and of course, have fun!

  • In CH state until move ends
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Can cancel into another ball formation on 23F and after
  • If landing during the recovery period, the recovery ends
[edit]
Dubious Curve
421x
GGAC Venom 421X.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
32 Mid RF 21 3 19 -3

Another important move. On hit causes lightning balls as opposed to the normal balls. Also causes ground slide on hit (FRC will let you follow up a grounded one, and guarantee an air follow up if it wasn't possible based on the spacing). The long startup time can get you hit or slashback'd against advanced players. Can cancel some recovery time into a summon on block or hit. New to ACR, is the ability to also cancel it into Venom's teleport.


[edit]
Double Head Morbid
623S/H
GGAC Venom 623S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 44x4 [37] Mid R 9 8 24 -15
H 21x4 [40] Mid R 15~ 4x6 18 -16

Very situational move. The main use of the HS version is to advance across the screen with balls covering you. The S version blows your opponent to the other side of the screen while mostly staying still, but it doesn't knockdown.


[edit]
Mad Struggle
j.236S/H
GGAC Venom j236S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 12x4 [37] High, Air R 18 until landing 6 after landing +7
H 15x4 [37], 15x3 [40] High, Airx4,HLFx3 R 16 until landing,(5)2,6,2 20 -8

Learn to Tiger Knee this move, both out of your run, and while doing cS. H version is of course unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo.


[edit]
Teleport
623K
GGAC Venom 623K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - total 21 -

Teleport to the on screen ball that has been around longest. If there was no summoned ball, Venom teleports straight up. This move can both get you out of situations and set up some offense, but you need to plan it out. If Venom appears behind the opponent, he will appear in the direction he was originally facing. Also Venom will have his air mobility options (double jump or air dash) intact after teleporting.


Force Breaks[edit]

[edit]
FB Stinger Aim
[4]6D
GGAC Venom 46S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
46 [50] All F 9 - total 38 -3

Strikes a ball extremely quickly, can be useful for sniping across the screen. Instead of freezing balls, now the initial shot and any balls they hit will bounce off opponents as well of a wall once each. With this, Venom can now easily and quickly create approaches for meter.

[edit]
FB Charged Stinger Aim
[4]6[D]
GGAC Venom 46S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
29x2~6 [50] All F 5 after release - 34 after release see notes
[edit]
FB Carcass Raid
[2]8D
GGAC Venom 28H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 [39] All - 13 - total 32 +7

The ball it creates, and balls struck by it, will now bounce off of walls (twice?). This is more helpful to control a greater amount of space over time (compared to FB Stinger, which controls space a large amount of space very quickly) especially when you get multiple balls to hit this and go in all sorts of unpredictable directions, albeit with potentially low reward.


[edit]
FB Charged Carcass Raid
[2]8[D]
GGAC Venom 28H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
25x2~6 [39] All - after release 6 - after release 25 see notes
[edit]
FB Double Head Morbid
623D
GGAC Venom 623S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
14x6 [40] Mid R 15~ 4x5,6 22 -14

A vast improvement over the regular versions. Knockdown is guaranteed 99% of the time, making it a great combo ender, but you won't be in a position to create ball related oki setups.


[edit]
FB Mad Struggle
j.236D
GGAC Venom j236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10,30 [50] All,HA R 14 2(2)2 6 +19

Another move to learn to TK, this move leads to some of Venom's most damaging, though very practical combos. Huge plus frames on block, and cranks the guard bar. Free mixup on block because its incredible blockstun gives you time to recover in the air and air dash or land and low or whatever else you might reasonably want.


Ball Formations[edit]

Balls go into the shown formation when you summon a ball with the corresponding button.

For example, doing K summon, then S summon would go into S formation with only the K and S balls available.

Top row is the default ball patterns, bottom row is the alternates made by tapping D during setup. D summon does not have an alternate formation.

Overdrives[edit]

[edit]
Dark Angel
2141236S
GGAC Venom 214236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
10x28 All - 7+18 - total 35 -

One of the best overdrives in the game! Huge frame advantage, pushes people towards the corner as well! Will either do significant chip or drain most of their tension if they faultless defense. Lets you setup a formation or mixup of your choice. Also note that this move does not affect your summoned balls in any way.

[edit]
Red Hail
j.236236H
GGAC Venom j236236H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
26x8 [26] All - 10+0 - total 91+9 after landing -

Subpar, especially when Venom has a ton of other options to use his meter. Pretty much only use if your air combo/chip situation will kill them.

[edit]
Tactical Arch
632146X
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - total 29 -

Sets up 5 lightning balls in the formation of your choosing. Not used very often now, but a lot of possibility could be within this move.


Instant Kill[edit]

Dimmu Borgir
in IK Mode, 236236HS
GGAC Venom IK1.png
GGAC Venom IK2.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
Fatal All - 15+11 6 33 -20

Well it looks cool at least. With the exception of certain situations against ABA, this is only a troll move.


Navigation[edit]


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