GGReload/Venom

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Venom
GGReload Venom Portrait.jpg

Defense Modifier: x1.06

Guts Rating: 1

Weight: Medium (x1.00)

Stun Resistance: 60

Jump Startup: 4F

Backdash Time: 13F / Invul: 1~7F

Wake-Up (Face Up/Down): 32F / 37F

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run
Colors
P K S H D Start
Normal
GGReload Venom P.png
GGReload Venom K.png
GGReload Venom S.png
GGReload Venom H.png
GGReload Venom D.png
GGReload Venom Start.png
SP
GGReload Venom P(Sp).png
GGReload Venom K(Sp).png
GGReload Venom S(Sp).png
GGReload Venom H(Sp).png
GGReload Venom D(Sp).png
GGReload Venom Start(Sp).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 and Weaknesses[edit]


Strengths Weaknesses
  • Good pressure
  • Good pokes, neutral, and okizeme
  • Setplay and zoning are both viable
  • Decent mixups
  • Ball setups allow for extreme versatility
  • Low health
  • No reversals
  • Below average damage
  • Mediocre anti-air
  • 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 in real life pool, to cover yet more angles; they can also be teleported to.



Normals[edit]

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

[edit]
5P
GGAC Venom 5P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
6 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 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
Damage Guard Cancel Startup Active Recovery Frame Adv.
16*3 Mid SJR 5 2,2,7 20 -8

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
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 Mid SR 9 2 18 -6

Venom's far slash is excellent for controlling space. Though Venom reaches his vulnerable box forward during use, it's pretty fast and it covers a great distance. If you're at that end point, it's a very useful poke that you can generally cancel a ball from. If a ball is in the way, a random f.S can be confirmed to 623D on hit for distance knockdown.


[edit]
5H
GGAC Venom 5H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
42 Mid SR 10 7 18 -6

Primarily used for high damage combo routes, and moving balls at a high speed. Puts the opponent in enough blockstun so that you can force them to block a Dark Angel, though some characters have ways out of it.

  • Staggers on hit (max 39f)


[edit]
5D
GGAC Venom 5D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 High R 23 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]
6P
GGACR Venom 6P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
28 Mid SR 7 6 17 -9

Venom's anti-air is not the best, but it accomplishes what you'd really want it to. Has a very vertical hitbox which can make up for its hurtbox not being particularly small.

  • 1-4f above-the-knees invuln, 5-11f upper body invuln
  • 22 untechable time on air hit
  • 90% prorate


[edit]
6H
GGAC Venom 6H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
52 Mid SR 15 8 21 -10

This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. It has a dead zone near Venom, but now that 6K is your groundbounce combo move, it doesn't really come up. Now knocks down, so it can be used as a far combo ender, as well as getting knockdown off of stray ball hits.

  • 90% forced prorate
  • Groundbounces, 44f plummet on hit


[edit]
2P
GGAC Venom 2P.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
7 Mid CSR 7 4 10 -4

Pretty much a crouching 5P. Useful for ball control and not for much else.

  • 80% prorate


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

Tied with c.S for Venom's fastest normal, a staple low for combo starters and a pretty good poke in general. Its proration is kind of unfortunate, but that's to be expected from 2Ks. Will hit balls flush against the ground.

  • 70% prorate


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

Venom's 2S is shockingly fast for the space it covers. A great poke; everything beyond its reach is f.S territory anyway. Will hit at match start distance, and immediately establishes your spacing and control. This is just a move that the opponent must have an answer for.


[edit]
2H
GGAC Venom 2H.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20*2 Mid SR 7 6,3 21 -7

Hits balls at a useful angle, is useful in ground combos and blockstrings. Another move that is sometimes useful as a matchup-specific anti-air, and it raises guard bar by a fair amount.


[edit]
2D
GGAC Venom 2D.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20*2 Low SR 4 1(10)3 14 -8

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


Air Normals[edit]

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

Venom's move for getting balls to move slowly in the air. Also occasional air to air. Of note is that j.p and j.s chain back and forth with each other, so you can do j.p, j.s, j.p, j.s etc. to try to keep opponents blocking your air strings.


[edit]
j.K
GGAC Venom jK.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12 High, Air SR 9 12 12 -

Hits balls at a very useful angle and is fairly wide in and of itself.


[edit]
j.S
GGAC Venom jS.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
24 High, Air SJR 7 5 21 -

Venom's fastest air normal. It's jump cancellable, hits balls at a great angle (if a bit too fast for many setups), and is generally a solid tool. Hits behind it, can be a solid crossup, allows shenanigans like wakeup ball into jumping over them and air dashing back for an unexpected overhead.


[edit]
j.H
GGAC Venom jH.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
36 High, Air SR 10 8 18 -

Useful in air blockstrings, combos, and setups. Decent air-to-ground poke without a ball. Has a plummet effect with huge untech, granting knockdown in almost all situations - in combos, it'll pretty much only fail to give knockdown if you carry them to max height off of a dust. And of course, it's useful in ball control.

  • Plummets opponent on hit (30f untechable)


[edit]
j.D
GGAC Venom jD.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
40 High, Air SR 10 7 12+5L -

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.
5*7 Throw: 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.
5*7 Throw: 110 Pixels - - - - -

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.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
Dead Angle[edit]
Dead Angle Attack
GGAC Venom 5K.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
20 All R 13 3 24 -13

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 invul, 14-29 throw invul
  • Initial Prorate 50%


Specials[edit]

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

Damage depends on what is used to hit the ball. See Ball Velocity Damage Table. Balls hit by other balls gain the same damage values.


[edit]
Stinger Aim
[4]6S/H
GGAC Venom 46S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 30 All F 15 - Total 40 +1
H 42 All F 10 - Total 45 -9

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 22*2~6 All F See notes - 32 after button release See notes
H 25*2~6 All F See notes - 41 after button 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 All - 16 - Total 32 +10
H 50 All - 12 - Total 48 -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]
Ball Formation
214X air OK
GGAC Venom 214X.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
- - - - - Total 26 (Air 35) -

Venom's most iconic special. Knowing where and when to place these is absolutely essential. Formations are listed in the Strategy page.

  • 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.
25 Mid R 19 6 9 +2

Another important move. Causes knockdown on hit. The long startup time can get you hit against advanced players. Can cancel some recovery time into a summon on block or hit.


[edit]
Double Head Morbid
623S/H
GGAC Venom 623S.png
Version Damage Guard Cancel Startup Active Recovery Frame Adv.
S 17*4 Mid R 9 4*4 18 -8
H 21*4 Mid R 15~ 4*6 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 12*4 High, Air R 16 Until L Until L+6 +7
H 5*4, 15*3 High, Air*4, HLF*3 R 16 Until L Until L+35 -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.


Overdrives[edit]

[edit]
Dark Angel
2141236S
GGAC Venom 214236S.png
Damage Guard Cancel Startup Active Recovery Frame Adv.
12*28 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.
26*8 All - 10+0 - Until L+9 -9

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.


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.
DESTROY All - 15+11 6 33 -20


Navigation[edit]


Guilty Gear XX #Reloade
Click [*] for character's frame data
System Explanations

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