Defense Modifier: x1.03
Guts Rating: 1
Weight:  Medium
Stun Resistance: 60
Jump Startup: 4F
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): 21F / 26F
- 1 Overview
- 2 Normal Moves
- 3 Universal Mechanics
- 4 Special Moves
- 5 Ball Formations
- 6 Overdrives
- 7 Instant Kill
- 8 Navigation
- 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 and mixups. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defence 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 without ball setups does lack high/low mixups outside of Tiger Knee Mad Struggle and 5D, both of which are reactable. As a result it is up to the player to make creative use of balls to create their own mixups. 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
- 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.
- Venom's balls can be one of 4 levels: 0, 1, 2, and 3.
Whenever venom manually sets a ball or fires a ball with Carcass Raid, the ball will be level 0. Venom's Stinger Aim and QV specials that "level up" when the button is held. These specials become active after the button is released. If two balls which were set manually collide, the balls will cause each other to move with a new trajectory, but the balls will not level up. If a ball is hit by a special move one the ball hit by the special move ball will be launched normally, and the special move ball will travel with either topspin or backspin.
- Venom's Carcass Raid and Stinger Aim specials as well as his Bishop Runout overdrive cause an effect known as "spin" when they make contact with an inactive ball.
Back-Spin is an alternate ball movement and works as follows:
- To backspin a Stinger press down at approximately the time that the stringer ball is created.
- To backspin a Carcass Raid press back instead.
When no Back-Spin is not performed, the default spin, Top-Spin, will occur.
Click [Expand] below a move preview to see the move's hitboxes.
Dead Angle Attack
|Dead Angle Attack|
Blitz Shield Charge Attack
214P/K/S/H (Air OK)
Carcass Raid 
Double Head Morbid
|Double Head Morbid
|P Formation||P ball is the formation which requires the least amount of commitment to use, and as such is the default ball for when you have not yet earned the space to use other setups. S+P balls is a strong oki tool. pQV can also be used with 5P to keep the enemy airborne for a substantial combo extension. P ball is especially strong in the corner because it can be hit with either 2S or sSA to generate charged balls on the opponent's wakeup. P formation is nor particularly strong for zoning.|
|K formation||K Formation puts a ball high in front of Venom. K ball is frequently used in oki setups. Some combos also use K ball and K ball can enable 6P > 6H to combo without a counter hit. P+K is also a solid formation for zoning.|
|S formation||S formation places a ball directly behind Venom's head. S formation has comparatively few uses compared to other formations, but is still useful. S ball on its own is useful with teleport cancel to help evade while putting a ball in motion. sQV is a potent combo tool because the S ball can be hit with 6P or 5P as it travels to its resting position.|
|H formation||Places a ball far in front of Venom. H ball on its own can be used during oki with jS to create a safejump, and can be used as a far teleport point. H+S Ball is a common 2 ball setup for zoning because, when hit with 5P, one ball travels horizontally at head height, and the other splits off and travels at a roughly 45 degree angle upward. H ball is also useful in throw setups when combined with sSA to create safe chip damage scenarios. Finally, hQV is useful to place a ball above and behind a blocking enemy which you can use to teleport crossup as a reset.|
|Giga Machina System
in IK mode: 236236H
|To edit frame data, edit values in GGXRD-R2/Venom/Data. Be sure to update both the |