GGXRD-R2/Venom

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Venom
GGXRD-R Venom Portrait.png

Defense Modifier: x1.03

Guts Rating: 1

Weight: [100] Medium

Stun Resistance: 60

Jump Startup: 4F

Backdash Time 13F / Invul: 1-7F

Wakeup (Face Up/Down): 21F / 26F

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
Play-style
Pressure, Mix-up, Setups

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 and mixups. 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.

Strengths and Weaknesses[edit]

Strengths Weaknesses
  • Great pressure
  • Good pokes, neutral game, okizeme, and chip damage
  • 6P is one of the best of its kind
  • Setplay and zoning are both viable options
  • Above Average mixups
  • Ball setups allow for extreme versatility
  • Below average health
  • Only reversal option is slow, unreliable, uses burst, and takes 50 tension.
  • Pokes rarely convert into high damage or knockdown
  • Neutral game requires time and space in order to set up pool balls


Normal Moves[edit]

5P[edit]
5P
Ggxrd venom 5p.png
Damage Guard Startup Active Recovery Frame Adv.
6 Mid 6 3 9 -2

Venom's primary ball hitting button. Its ability to chain into itself can be useful for burst/dead angle bait and combos/pressure.

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


5K[edit]
5K
Ggxrd venom 5k.png
Damage Guard Startup Active Recovery Frame Adv.
12 Mid 7 3 15 -8

Useful for hitting balls when one needs the balls to travel faster than 5P but slower than fS. 5K Is also useful in QV combos and as a situational poke.

  • Hits balls with moderate speed.
  • 90% prorate


c.S[edit]
c.S
Ggxrd venom cs.png
Don't Burst cS
Damage Guard Startup Active Recovery Frame Adv.
16×3 Mid 5 2,2,7 20 -8

The main basis of Venom's close combat.

Important Attributes:

  • Builds large amounts of R.I.S.C with 3 level 4 hits.
  • 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.

Note: the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.


f.S[edit]
f.S
Ggxrd venom fs.png
Damage Guard Startup Active Recovery Frame Adv.
24 Mid 9 2 18 -6

Venom's far slash is excellent for controlling space. Though Venom reaches his hurtbox forward during use 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. fS becomes especially useful when combined with a ball hit which improves the frame advantage.

  • Hits balls with high speed


5H[edit]
5H
Ggxrd venom 5h.png
Damage Guard Startup Active Recovery Frame Adv.
42 Mid 10 7 15 -3

Almost useless on its own when not shooting a ball or mid combo. In the corner it pushes the user back far enough to be used in crouching confirms like sQV.

  • Launches balls at a very high speed.
  • Staggers on counterhit.
  • Very strong starter against opponents who are crouching.
  • Requires point blank range to work, but has high reward.


[edit]
5D
Ggxrd venom 5d.png
Damage Guard Startup Active Recovery Frame Adv.
25 High 25 3(2)3 15 -9

A standard 5D with a unique gimmick attached. When Venom's dust attack hits a ball the ball will travel until it either hits a target or touches the wall. If the ball launched by this attack touches the wall, it will bounce off the wall one time and travel in the opposite direction. This gimmick is rarely useful but can be used in specific setups.

  • hit balls with very high speed.
  • 80% prorate


2P[edit]
2P
Ggxrd venom 2p.png
Damage Guard Startup Active Recovery Frame Adv.
6 Mid 7 4 10 -4

Notable mostly for its ability to hit low balls, and its ability to chain into itself.

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


2K[edit]
2K
Ggxrd venom 2k.png
Damage Guard Startup Active Recovery Frame Adv.
8 Low 5 3 9 -2

Venom's go-to low and fastest button. Most frequently used to open the enemy up before following up with cS, 2D, or tick-throw.

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


2S[edit]
2S
Ggxrd venom 2s.png
Damage Guard Startup Active Recovery Frame Adv.
22 Mid 6 2 19 -7

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 lot profiles such as Sol's Grand Viper, or moves with low invulnerability like Jam's 6H.


2H[edit]
2H
GGXRD-R2 Venom 2H.png
Damage Guard Startup Active Recovery Frame Adv.
20×2 Low, Mid 10 3,5 20 -8

The first of 2H's two level 3 hits is a low. These attributes makes 2H a solid filler move for blockstrings. The first hit will catch low profile moves such as Sol's Grand Viper, and the second hit can be a situational anti-air.

  • First hit launches balls low to the ground with high speed.
  • Second hit launches balls upwards at a 45 degree angle with high speed.


2D[edit]
2D
Ggxrd venom 2d.png
Damage Guard Startup Active Recovery Frame Adv.
20×2 Low 6 2(15)8 14 -8

A reliable way to get a knockdown when one is unable to combo into 6H or QV.

  • Generous low profile and upper body invulnerabilty
  • Fast and 2 hits the second of which has additional range
  • Good Range
  • High reward in the corner with 2D(1) sCR
  • Hits balls low to the ground with low speed.

Supplementary Frame Data:

  • 7-18 Above Knees Invincibility, 19-29 Low Profile


6P[edit]
6P
Ggxrd venom 6p.png
STOP!
Damage Guard Startup Active Recovery Frame Adv.
28 Mid 7 7 16 -9

A 6P so good that it has become a meme. Under most situations 6P should be Venom's primary anti-air. Although 6P can gatling into many of his other buttons, it cannot combo into 6H on normal hit and must be jump canceled into an air combo. On counter hit 6P combos into 6H for a free knockdown. When combined with a ball hit 6P has enough hitstun to combo into 6H. 6P is also useful to counter-poke a large variety of moves such as I-No's Chemical Love, and Johnny's Level 3 Mist Finer with varying degrees of risk.

  • Generous upper body invicibility
  • Sends balls upwards at an angle with moderate speed.
  • Inconsistent ability to hit crouching opponents.

Supplemental Frame Data:

  • 1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility


6H[edit]
6H
Ggxrd venom 6h.png
Damage Guard Startup Active Recovery Frame Adv.
52 Mid 15 8 21 -10

6H is a move with many uses, and some drawbacks. 6H is very unsafe on block and needs to be special canceled to make it safer. 6H also does not cover directly next to Venom, and as such is not a very reliable way to hit approaching enemies.

  • Can be used as a decent anti-air near fS range.
  • Is one of Venom's essential combo enders.
  • In the corner often combos into QV.
  • Hits balls with the greatest speed of all his buttons.
  • Has a very large hitbox allowing Venom to hit with it from very far away.


j.P[edit]
j.P
Ggxrd venom jp.png
Damage Guard Startup Active Recovery Frame Adv.
10 High / Air 7 6 9 -
  • A decent air-to-air, and a good button to option select air-throw with.
  • jP and jS chain back and forth with each other to extend air block strings.
  • Useful to hit balls slowly and horizontally through the air.


j.K[edit]
j.K
Ggxrd venom jk.png
Damage Guard Startup Active Recovery Frame Adv.
12 High / Air 9 12 12 -
  • Has a small crossup hitbox.
  • Useful combo tool.
  • Used to hit balls downward at moderate speed.
  • Mediocre air-to-ground button.


j.S[edit]
j.S
Ggxrd venom js.png
Damage Guard Startup Active Recovery Frame Adv.
22 High / Air 7 5 21 -
  • Tied with jP for Venom's fastest air normal.
  • jP and jS chain back and forth with each other to extend air block strings.
  • Has a generous hitbox below Venom that can crossup.
  • Jump cancelable on block.
  • Used to hit balls downward at quickly.


j.H[edit]
j.H
Ggxrd venom jhs.png
Damage Guard Startup Active Recovery Frame Adv.
32 High / Air 10 8 18 -

This is Venom's most reliable air-to-ground button.

  • Has a deep hitbox making it a good air-to-ground button.
  • Useful in air blockstrings, and combos.
  • Has significant untech time allowing the player to delay their next button, or simply let jH send the enemy down to the ground.
  • Hits balls very quickly at a 45 degree angle.


j.D[edit]
j.D
Ggxrd venom jd.png
Calendar!
Damage Guard Startup Active Recovery Frame Adv.
36 High / Air 12 6 22 + 5 Landing Recovery -

Venom's jD covers more than 270 degrees around him, letting him hit opponents below, next to, above, and sometimes behind him him.

  • Pops opponents a bit higher in the air making it a critical combo component. On counterhit it will hit an opponent high in the air, allowing followups depending on the height and distance from the corner.
  • Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.


Universal Mechanics[edit]

Ground Throw[edit]
Ground Throw
Ggxrd venom groundthrow.png
Pong
Damage Guard Startup Active Recovery Frame Adv.
0,6×7 Ground Throw: 75250 1 - - -

Venom gets immense corner carry from throws. The throw itself does very little damage, but the followup combo and oki makes this one of the most rewarding throws both in terms of meterless damage and oki. While in a corner, Venom's throw combo options change.


Air Throw[edit]
Air Throw
Ggxrd venom airthrow.png
Damage Guard Startup Active Recovery Frame Adv.
0,6×7 Air Throw: 192500 1 - - -

Although this cannot be combo'ed from when performed far above the ground it can lead to increasingly large combos the closer to the ground it is performed. Air throw is also very valuable as an anti-air under the right circumstances.

At normal jump height air throw can be hit with the 3rd hit of cS leading into a simple air combo into knockdown.

Close to the ground air throw has many combo routes, especially when performed near the corner.


Dead Angle Attack[edit]
Dead Angle Attack
Ggxrd venom 5k.png
Damage Guard Startup Active Recovery Frame Adv.
20 All 13 3 24 -13

A very necessary move for Venom. This move is one of your most reliable ways to escape pressure and reset to neutral. If DAA gets baited successfully then you wasted 50 meter.

  • 1-15 Full, 16-35 Throw Invincible


Blitz Shield Charge Attack[edit]
Blitz Attack
GGXRD-R Venom BlitzAttack.png
Version Damage Guard Startup Active Recovery Frame Adv.
Uncharged 50 Mid (15-48)+13 3 20 -2
Max Charge 50 Mid 50+13 3 20 +5

Does one hit despite the appearance. Functions the same as most blitz attacks.


Special Moves[edit]

Ball Set [edit]
Ball Set
214P/K/S/H (Air OK)
Ggxrd venom ballset.png
SET!
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total 26(Ground)
Total 35(Air)
-

Venom's most iconic special. Places a ball on the screen and shifts other placed balls into one of many predefined formations. Can be cancelled into another ball summon (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). Knowing where and when to place these is absolutely essential.

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.

YRC can be used in a pinch to make ball set more safe.


Ball Hit[edit]
Ball Hit
Ggxrd venom ballhit.png
Damage Guard Startup Active Recovery Frame Adv.
26~50 All 1 - - -

Balls travel with a speed and direction related to the move used to hit them. Balls can hit other balls setting them in motion as well. This will also change the direction of the original ball. When a ball is hit with Stinger Aim or Carcass Raid, the ball shot will become inert and move back/forward (backspin and topspin) a short distance based on the angel it was hit from as well as gain a level of charge.

Topspin occurs by default. To backspin a Stinger press down at approximately the time that the stringer ball is created. To backspin a Carcass Raid press back instead. This timing is fairly generous, but does take practice to learn.

Balls which have been leveled up by a collision with Singer Aim or Carcass Raid are not moved by Ball Set or QV, and will not move unless hit with another move or ball.


QV[edit]
QV
41236P/K/S/H
Ggxrd venom qv.png
Damage Guard Startup Active Recovery Frame Adv.
25 Mid 20~83 8 Total 38~101 -4 [-1, +1, +5]

QV starts as a negative-edge special which negates projectiles passing through it, but does not interact with players. Upon releasing the button for QV, QV becomes an active hitbox of great size before settling as a ball of whatever level QV was charged to. After that the ball produced by QV behaves like a normal ball.

QV gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage.

QV's primary uses:

  • A combo ender which grants additional balls and damage.
  • A combo tool to pop the enemy up higher off of the ground.
  • A meaty Oki option which grants a ball.


Teleport[edit]
Teleport
623K
Ggxrd venom teleport.png
Damage Guard Startup Active Recovery Frame Adv.
- - - - Total 20 -

Teleports Venom to the ball he last set. Can be performed by holding down the attack button during a ball set.

  • Very useful for mobility, positioning, and approaching.
  • Allows the user to use Venom's aerial moves because it puts him in the air upon completion.
  • Auto-corrects Venom to face the opponent after teleporting.
  • Venom will be able to airdash after recovering, but not double jump without jump installing.


Supplemental Frame Data:

  • Teleport completed frame 15
  • 7-10 Strike invulnerable, 11-14 Fully invulnerable.


Stinger Aim[edit]
Stinger Aim
[4]6S/H
Ggxrd venom stingeraim.png
Version Damage Guard Startup Active Recovery Frame Adv.
S (Level 0) 30 All 15~26 - Total 43~54 -2
S (Level 1) 22×2 All 27~47 - Total 55~75 +6
S (Level 2) 22×3 All 48~74 - Total 76~102 +15
S (Level 3) 22×6 All 75~95 - Total 103~123 +37
H (Level 0) 42 All 9~20 - Total 44~55 -9
H (Level 1) 25×2 All 21~41 - Total 56~76 -1
H (Level 2) 25×3 All 42~68 - Total 77~103 +8
H (Level 3) 25×6 All 69~89 - Total 104~124 +30

40 frame charge time

Stinger Aim is Venom's fastest way to put a projectile on screen without any balls already set. Roman Cancels, especially YRC allow this move to be much safer than it otherwise would be, and allows the user to confirm into combos from farther away.

S Stinger Aim is at worst -2 on block at point blank range, and becomes much more advantageous on block the further Venom is from his enemy. S Stinger aim is also useful as an oki tool. One can charge stinger aim for a meaty multi-hit projectile, use sSA to hit other balls to make them meaty while producing a leveled up ball, or both.

H Stinger Aim is considerably less safe than S Stinger Aim, but launches a much faster projectile. This makes hSA one of the most potent space control tools in the game when Venom has meter to YRC the recovery in the case that it misses.


Carcass Raid [edit]
Carcass Raid
[2]8S/H
Ggxrd venom carcassraid.png
Version Damage Guard Startup Active Recovery Frame Adv.
S 36 All 16 - Total 32 +10
H 50 All 13 - Total 48 -9

40 frame charge time

S Carcass Raid is one of Venom's most important specials. From close range sCR provides significant frame advantage which can be used as a pressure reset. sCR can also be used as a situational means to catch opponents who might otherwise low profile your other space control tools such as Stinger Aim and fS. The further away sCR is used from, the easier it is for an opponent to avoid the hit and punish the user.

Some situations where sCR can be useful:

  • During oki with ball cover.
  • after 2K cS(2) as a pressure reset
  • After a jump in using sMS
  • after another sCR
  • In tandem with Pball in the corner for oki.
  • Midscreen throw combos
  • after a poke with 2S or 2D or 2K

H Carcass Raid is much more situational than S Carcass Raid. hCR's projectile disappears if Venom is hit while the projectile is active making it less safe than other options. hCR does have uses such as anti-airing enemies far above Venom, and hitting other balls. hCR is also able to give frame advantage when spaced properly.


Double Head Morbid[edit]
Double Head Morbid
623S/H
Ggxrd venom doubleheadmorbid.png
Version Damage Guard Startup Active Recovery Frame Adv.
S 15×4 Mid 9 4×4 18 -8
H 18×4 Mid 15~34 24 18 -16

S Double Headed Morbid is rarely useful, but can come in handy in order to allow one to hit balls directly upwards.

H Double Headed Morbid is a situational means to convert a 2D into corner carry using Red Roman Cancel, and can be used to convert into a combo in the corner. Because DHM hits many times, it can be used as a poor man's guts crush in order to guarantee a kill.

  • Hits balls directly upward.


Mad Struggle[edit]
Mad Struggle
j.236S/H
Ggxrd venom madstruggle.png
S gives valuable mixups, H gives a cool flip
Version Damage Guard Startup Active Recovery Frame Adv.
S 12×4 High / Air 18 Until Landing 6 After Landing +7
H 15×7, 25×3 High / Air×4,Mid×3 16 Until Landing (5)2,6,2 18 -6

Tiger Knee S Mad Struggle is Venom's most versatile overhead. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs. Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit. sMS can be thrown upon landing if the opponent Instant Blocks the last hit, or if the user is too high off the ground when the move finishes.

H Mad Struggle is unsafe on whiff and on block making it much more situational than S Mad Struggle. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air. The flip can catch enemies who are unprepared which gives venom the ability to score a knockdown.

Supplemental Frame Data:

  • H Version: 1-7 Strike Invincible after landing.


Ball Formations[edit]

5H[edit]
P Formation
Ggxrd venom pformation.png
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.


5H[edit]
K formation
Ggxrd venom kformation.png
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.


5H[edit]
S formation
Ggxrd venom sformation.png
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.


5H[edit]
HS formation
Ggxrd venom hformation.png
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.


Overdrives[edit]

Dark Angel[edit]
Dark Angel
2363214S
Ggxrd venom darkangel.png
Fair Character
Damage Guard Startup Active Recovery Frame Adv.
10×34
[12*34]
All 7+18 - Total 43 +102

A giant ball masking a more modest hitbox that travels horizontally at increasingly high speed. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge. DA does not affect balls on the screen. It hits at most 34 times and deals chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an oki setup. It is important to note that the hitbox only extends down to roughly Venom's Knees and is therefore punishable by low profile moves such as Sol's Grand Viper.

Supplemental Frame Data:

  • Frame 7 Full Invulnerability, 8-15 Strike Invulnerable


Red Hail[edit]
Red Hail
j.236236HS
Ggxrd venom redhail.png
Damage Guard Startup Active Recovery Frame Adv.
30×8 All 7+0 - 9 After Landing -

Shoots 8 balls diagonally towards the ground which can bounce off the ground one time. The only overdrive which Venom can use while airborne. This overdrive is almost never useful, but can be used in very specific circumstances to kill the enemy without returning to the ground.

  • Shoots every 8 frames


Bishop Runout[edit]
Bishop Runout
2363214H
Ggxrd venom bishoprunout.png
The most fun overdrive in the game
Damage Guard Startup Active Recovery Frame Adv.
- - 10+0 - 3 -

Consumes the user's inactive balls on screen when it enters. Behaves like a normal ball, except it will bounce back after making contact with an enemy or the wall, can hit many times, and will return to its inactive state after hitting an enemy.

  • has a cooldown which starts after it hits an enemy before it can become active again.
  • Will level up balls which make contact with it.
  • Meter gain is significantly reduced while BRO is active.


Instant Kill[edit]

Giga Machina System
in IK mode: 236236H
Ggxrd venom gigamachinasystem.png
Ggxrd venom gigamachinasystem2.png
Never miss a Call Shot
Damage Guard Startup Active Recovery Frame Adv.
DESTROY All 9+17
[5+14]
4 33 -20

Note: [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension

  • Uses the animation of his Stinger Aim without the ball.
  • 9-45 Fully Invincible[5-38]

Can be combo'ed into off of throw and 5D when the opponent is in hellfire and you have sufficient meter. Can be used from the pong loop.


Navigation[edit]


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Guilty Gear Xrd REV 2e
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System Explanations

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