GGXRD-R2/Venom: Difference between revisions

From Dustloop Wiki
(→‎{{clr|3|2S}}: kinda cap)
 
(433 intermediate revisions by 33 users not shown)
Line 1: Line 1:
{| class="wikitable" style="float:right; margin-left: 10px; width:400px"
==Overview==
|-
{{Overview/navigation|okizeme=true}}
!Venom
<div id="home-content" class="home-grid">
|-
{{card|width=4|height=1
||
|header=Overview
[[File:GGXRD-R_Venom_Portrait.png|350x500px|center]]
|content= 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. 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.
||{{CharData-GGXRD-R2|Venom}}
 
;Movement Options
Venom works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. 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.
:Double Jump, 1 Airdash, Dash Type: Run
}}
;Play-style
{{GGXRD-R2/Infobox| fastestAttack = [[#2K|2K]], [[#c.S|c.S]]  (5F)| reversal = [[#Dark Angel|2363214D]] (7+18F)
:Pressure, Mix-up, Setups
}}
|}
{{ProsAndCons
<div style="float:left; margin-right:25px;">
|intro='s kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.
{{TOC limit|2}}
|pros=
* '''Powerful And Diverse Pressure Options''': Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/{{keyword|Okizeme}} can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups.
* '''Good Pokes And Neutral Game''': {{clr|3|2S}}, {{clr|3|f.S}}, and [[{{PAGENAME}}#Stinger_Aim|Stinger Aim]] are neutral tools with few rivals in terms of general meterless screen control.
* '''[[{{PAGENAME}}#6P|{{clr|1|6P}}]]''': Venom's {{clr|1|6P}} is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges.
* '''Setplay And Zoning Are Both Viable''': Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents.
* '''Great Meterless Throw Reward''': Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage.
* '''Amazing Chip Damage''': Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense.
* '''Good R.I.S.C Gain''': Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage.
|cons=
* '''Weak Defense''': Venom has a decent backdash and some good {{keyword|abare}} normals, but none of his specials help peel an opponent off of him. He relies heavily on universal defensive mechanics, and will be forced to hold pressure that other characters can challenge.
* '''Pokes Have Low Reward''': The same pokes which Venom uses to control neutral do not provide significant reward on hit or block. Usually {{clr|3|2S}} and {{clr|3|f.S}} at range only give a ball at best on normal hit or can even be punished at worst.
}}
</div>
</div>


==Overview==
===Unique Mechanics===
Looking at Venom, one can already see his unique weapon, a pool cue, and see how even in the world of Guilty Gear, he stands out. It's not just in aesthetics though, Venom's gameplay is one of the most unique in any fighting game! Venom has the ability to line up pool balls on the screen in various formations. He can then launch them in many different directions and speeds by hitting them with nearly any of his moves! Although this gives him zoning and neutral capabilities, his strongest aspect is actually his pressure game! Venom is an advanced character, you'll have to learn his unique neutral game as well as play strong defense, for he has no reversal (even with meter), but when you put his gameplan together, he is a versatile character who is immensely satisfying to play!
{{card|width=4
|header= Ball Set
|content=
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.
===Charged Balls===
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.
===Spin===
<div style="float: right; margin-left:5px;">{{#ev:youtube|https://youtu.be/0vGaoFmuVxI|400}}</div>
Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball.
Back-Spin is an alternate ball movement that places the resultant ball "backwards" towards Venom and works as follows:
*To backspin a Stinger press down at approximately the time that the stinger 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.
{{clear}}
}}
 
==Normal Moves==
{{FrameChartKey}}
 
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
 
===<big>{{clr|1|5P}}</big>===
{{GGXRD-R2 Move Card
|input=5P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 3
|recovery = 9
}}
One of Venom's primary ball hitting buttons. {{clr|1|5P}}'s ability to chain into itself is useful for baiting bursts and DAAs.
*Hits balls horizontally at a very low speed.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|2|5K}}</big>===
{{GGXRD-R2 Move Card
|input=5K
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 3
|recovery = 15
}}
{{clr|2|5K}} is Venom's primary low crush normal. The reward for landing it outside of {{clr|3|c.S}} range is small. {{clr|2|5K}} is especially useful for hitting balls when one needs the balls to travel faster than {{clr|1|5P}} but slower than {{clr|3|f.S}}.
*Has the least pushback of all of Venom's normals.
*Hits balls horizontally with moderate speed.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|c.S}}</big>===
{{GGXRD-R2 Move Card
|input=c.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 5
|active  = 11
|recovery = 20
}}
{{clr|3|c.S}} is the main basis of Venom's close combat. A fast and ideal combo tool and pressure starter that allows him to fully charge a {{MMC|input=[4]6S Level 1|label=Stinger Aim}} or {{MMC|input=[2]8S|label=Carcass Raid}}.
 
Tied for Venom's fastest button with {{clr|2|2K}}, and can be freely chained into and out of it. As one of Venom's main combo starters, the fact that it's jump cancelable during any one of the 3 hits makes it a dangerous burst point for the opponent. Makes for a great {{tt|Throw OS|Input {{clr|S|6S}}+{{clr|H|H}} to get a {{clr|S|c.S}} when the opponent would be throw invulnerable (such as when airborne or backdashing)}} option thanks to its long active frames. Can also be situationally used as an anti air with great reward on counter hit.
 
*Builds large amounts of R.I.S.C with 3 level 4 hits.
*Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
*'''Note''': the last hit whiffs on {{tt|most crouching characters|{{clr|S|c.S}}(3) hits crouching against Potemkin, Bedman, Haehyun, and Leo}}. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|3|f.S}}</big>===
{{GGXRD-R2 Move Card
|input=f.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 9
|active  = 2
|recovery = 18
}}
Venom's {{clr|3|f.S}} is excellent for controlling space as one of his longest reaching pokes. Though Venom extends his hurtbox forward, it is pretty fast and covers a great distance.
 
While he might not get much reward from hitting it at max range, it can be used to safely cancel into a ball set in order to get balls on screen when normally one would not have time to do so. {{clr|3|f.S}} becomes especially useful when combined with a ball hit which improves its frame advantage.
 
*Hits balls horizontally with high speed
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|5H}}</big>===
{{GGXRD-R2 Move Card
|input=5H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 10
|active  = 7
|recovery = 15
}}
A specialized normal used for high blockstun, shooting balls during combos, an an occastional combo starter.
 
Not very useful in neutral or on its own when not shooting a ball or mid combo. In the corner, it pushes Venom back far enough to be used in crouching confirms like sQV or to hit balls that were set behind him.
 
*Launches balls at a very high speed.
*Staggers on counterhit.
*Very strong starter against crouching opponents.
}}
 
===<big>{{clr|5|5D}}</big>===
{{GGXRD-R2 Move Card
|input=5D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 25
|active  = 3
|inactive2= 2
|active3  = 3
|recovery = 15
}}
A standard {{clr|5|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.
*Launches balls at a very high speed.
*Balls hit with {{clr|5|5D}} will bounce once.
}}
 
===<big>{{clr|1|6P}}</big>===
{{GGXRD-R2 Move Card
|input=6P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 7
|recovery = 16
}}
A {{clr|1|6P}} so good that it has become a meme. {{clr|1|6P}} is a reliable anti-air and occasional poke.
 
Although {{clr|1|6P}} can gatling into many of his other buttons, it cannot combo into {{clr|4|6H}} on normal hit (unless it was combined with a ball hit, extending the hitstun) and must be jump canceled into an air combo. On counter hit, {{clr|1|6P}} combos into {{clr|4|6H}} for a free knockdown.
 
{{clr|1|6P}} is also useful to counter-poke a large variety of moves such as I-No's {{MMC|input=214K|chara=I-No|label=Chemical Love}}, and Johnny's {{MMC|chara=Johnny|input=214K Level 3|label=Level 3 Mist Finer}} with varying degrees of risk.
 
*Sends balls upwards at an angle with moderate speed.
*Inconsistent ability to hit crouching opponents.
 
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
 
===<big>{{clr|4|6H}}</big>===
{{GGXRD-R2 Move Card
|input=6H
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 15
|active  = 8
|recovery = 21
}}
{{clr|4|6H}} is a move with many uses, and some drawbacks. {{clr|4|6H}} is very unsafe on block for an {{clr|H|H}} normal and needs to be special canceled to make it safer, though its sheer range can make it hard for opponents to punish when blocked at a distance.


===Strengths/Weaknesses===
Great for use as an anti-air, swatting opponents above and in front of venom that try to jump over his neutral pokes like {{clr|S|f.S}}. In combos, {{clr|4|6H}} is an essential ender thanks to its knockdown properties. In the corner, it also combos into QV.
{|
|-style="text-align:left;"
! Strengths !! Weaknesses
|- style="vertical-align:top;text-alighn:left"
| style="width: 50%;"|
Great pressure
*  Good pokes, neutral game, and okizeme
*  Rushdown and zoning are both viable options
*  Workable mixup
*  Ball setups allow for extreme versatility
| style="width: 50%;"|
*  Below average health
*  Only reversal or pressure escape option is slow, 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
|-
|}
{{CharLinks-GGXRD-R2|Venom}}
<br clear=all/>


==Normal Moves==
*Hits balls with the greatest speed of all his buttons.
======<font style="visibility:hidden" size="0">5P</font>======
*{{clr|4|6H}} has a deadzone directly in front of Venom, and as such is not a very reliable way to hit approaching enemies.
{{MoveData
|name=5P
|image=ggxrd_venom_5p.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=6 |tension=144 |risc=8 |prorate=85 |level=0 |guard=Mid
|cancel=CSJ |roman=YRP |startup=6 |active=3 |recovery=9 |frameAdv=-2 |inv=0
|description=Not a very useful poke on it's own. Its ability to chain into itself can be useful for burst/dead angle bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!
*85% prorate
}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|1|2P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=2P
|image=ggxrd_venom_5k.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 7
|damage=12 |tension=144 |risc=8 |prorate=90 |level=0 |guard=Mid
|active   = 4
|cancel=SJ |roman=YRP |startup=7 |active=3 |recovery=15 |frameAdv=-8 |inv=
|recovery = 10
|description=Recovery is a bit long, but it does in general beat low pokes which can be very useful if you have a read on the opponent. Hit balls faster than 5P would, but not as fast as S normals. Has a pretty good radius below and around Venom for hitting balls as well.
*90% prorate
}}
}}
}}
======<font style="visibility:hidden" size="0">c.S</font>======
A bit slow for a crouching jab, but has good reach. Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.
{{MoveData
*Hits balls low to the ground at low speed
|name=c.S
 
|image=ggxrd_venom_cs.png |caption=If your opponent tries to burst this you can air grab them.
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}}
|data=
{{AttackData-GGXRD-R2
|damage=16x3 |tension= |risc= |prorate= |level= |guard=Mid
|cancel=SJ |roman=YRP |startup=5 |active=2,2,7 |recovery=20 |frameAdv=-8 |inv=
|description=The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Tied for Venom's fastest button  with 2K, and you can freely chain into and out of it. Sometimes useful as an anti-air, with good reward on counterhit. Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use in certain pressure and abare situations. An <b>IMPORTANT</b> note is that the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though. It is also jump cancelable during any one of the 3 hits so you can extend pressure. It also launchs if the third hit connects.
}}
}}
}}


======<font style="visibility:hidden" size="0">f.S</font>======
===<big>{{clr|2|2K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=f.S
|input=2K
|image=ggxrd_venom_fs.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 5
|damage=24 |tension= |risc= |prorate= |level= |guard=Mid
|active   = 3
|cancel=S |roman=YRP |startup=9 |active=2 |recovery=18 |frameAdv=-6 |inv=
|recovery = 9
|description=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 maximum distance, it's a very useful poke that you can generally set a ball safely from. This move hits balls faster than 5K, and is especially great for that when the poke would connect with an opponent, the extra blockstun from the ball gives Venom extra frame advantage while you can special cancel the f.S.
}}
}}
}}
======<font style="visibility:hidden" size="0">5H</font>======
Venom's go-to low and is tied for his fastest button with {{clr|3|c.S}}.  
{{MoveData
 
|name=5H
{{clr|2|2K}} is most frequently used to open the enemy up before following up with {{clr|3|c.S}}, tick-throw, or some other form of mixup. Its good speed, decent range, and fair recovery also make it a decent low poke.
|image=ggxrd_venom_5h.png |caption=
 
|data=
*Hits balls low to the ground with low speed.
{{AttackData-GGXRD-R2
*{{clr|2|2K}}'s hitbox is low and shallow enough that it will not hit uncharged balls in any of the standard formations. It requires non-standard situations such as charged Carcass Raid balls or Bishop Runout in order to be used as a ball launcher.
|damage=42 |tension= |risc= |prorate= |level= |guard=Mid
|cancel=S |roman=YRP |startup=10 |active=7 |recovery=15 |frameAdv=-3 |inv=
|description=Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there!


Almost useless on its own when not shooting a ball, this move is used in specific combos, as like c.S it combos into QV against a crouching opponent. In the corner it pushes you back far enough for the vs crouching SQV combo to work, that is c.S[2]5H 41236S 6P 96 (ball hits) j.SHD 6H
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}


It's also Venom's strongest starter when the opponent is recovering crouching, like after Sol's Volcanic Viper. A lot of damage but requires point blank range to work- 5H 41236S 6P 96 (ball hits) j.SHD 6H
===<big>{{clr|3|2S}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=2S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 6
|active  = 2
|recovery = 19
}}
}}
{{clr|3|2S}} is one of Venom's best pokes thanks to its speed, reach, utility and overall safety on block.
Blisteringly fast for its long reach - hits most characters at round start range and is tough for opponents to beat due to its long disjoint. Being a crouching normal, it also allows for Venom to charge both Carcass Raid and Stinger Aim simultaneously and choose the appropriate option on block or hit.


====== ======
*Hits balls low to the ground with high speed.
*Will not hit moves with high profiles (such as Jam's {{MMC|input=6H|chara=Jam Kuradoberi|hitboxMode=true|label={{clr|4|6H}}}}) or moves with extremely low profiles (like Sol's {{MMC|chara=Sol Badguy|input=214S|hitboxMode=true|label=Grand Viper}}).


{{MoveData
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|2D}}, {{clr|5|5D}}, {{clr|5|2D}}
|name=5D
|image=ggxrd_venom_5d.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=25 |tension= |risc= |prorate= |level= |guard=High
|cancel= |roman=YRP |startup=25 |active=3(2)3 |recovery=15 |frameAdv=-9 |inv=
|description=Venom's dust is pretty standard on its own, but Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. The ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.
*80% prorate
}}
}}
}}


======<font style="visibility:hidden" size="0">2P</font>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2P
|input=2H
|image=ggxrd_venom_2p.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 10
|damage=6 |tension= |risc= |prorate= |level= |guard=Mid
|active   = 8
|cancel=CS |roman=YRP |startup=7 |active=4 |recovery=10 |frameAdv=-4 |inv=
|recovery = 20
|description=Not very useful as a poke. But it can be useful to hit balls slowly in places where 5P and 2K can't reach.
*80% prorate
}}
}}
}}
======<font style="visibility:hidden" size="0">2K</font>======
Two level 3 hits, the first of which is a low. These attributes makes {{clr|4|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.
{{MoveData
*First hit launches balls low to the ground with high speed.
|name=2K
*Second hit launches balls upwards at a 45 degree angle with high speed.
|image=ggxrd_venom_2k.png |caption=
 
|data=
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
{{AttackData-GGXRD-R2
|damage=8 |tension= |risc= |prorate= |level= |guard=Low
|cancel=S |roman=YRP |startup=5 |active=3 |recovery=9 |frameAdv=-2 |inv=
|description=An effective close range poke. 5 frames of startup and decent range. You'll generally go into c.S to confirm or start your pressure from this. Also Venom's best orthodox tick throw setup. Hits balls slowly that are next to the ground, but this is very rare in Xrd.
*70% proration
}}
}}
}}
======<font style="visibility:hidden" size="0">2S</font>======
 
{{MoveData
===<big>{{clr|5|2D}}</big>===
|name=2S
{{GGXRD-R2 Move Card
|image=ggxrd_venom_2s.png |caption=
|input=2D
|data=
|description=
{{AttackData-GGXRD-R2
{{#invoke:FrameChart|drawFrameData
|damage=22 |tension= |risc= |prorate= |level= |guard=Mid
|startup = 6
|cancel=S |roman=YRP |startup=6 |active=2 |recovery=19 |frameAdv=-7 |inv=
|active   = 2
|description=Venom's 2S is shockingly fast for the space it covers. A great poke! Will hit at match start distance, and immediately establishes your spacing and control. If you do need more range, use f.S. Hits balls decently fast, and you can apply similar techniques with ball pressure as you can with f.S. Do note that low profile moves (Such as Grand Viper) will still go under this.
|inactive2= 14
}}
|active3  = 8
|recovery = 14
}}
}}
A reliable and consistent long range knockdown that sets up {{clr|K|K}} Ball okizeme. Has generous low profile frames after the first hit which can give it use as a counterpoke or abare option.
{{clr|5|2D}} is the most reliable way to secure a knockdown when one is unable to combo into {{clr|4|6H}} or QV. {{clr|5|2D}} is also a great unprorated combo starter under niche circumstances, such as when a charge is stored for Carcass Raid in the corner, and in certain midscreen setups. {{clr|5|2D}} can also be used as one of Venom's better abare buttons due to its speed, low profile, and good reward on counter hit, however, its recovery is CH state, making dangerous to whiff, especially due to the long total duration of the move.


======<font style="visibility:hidden" size="0">2H</font>======
*Fast and 2 hits - the second of which has additional range.
{{MoveData
*High reward in the corner with {{clr|5|2D}}(1) {{clr|3|s}}CR.
|name=2H
*Hits balls low to the ground with low speed.
|image=GGXRD-R2_Venom_2H.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=20x2 |tension= |risc= |prorate= |level= |guard=Low, Mid
|cancel=S |roman=YRP |startup=10 |active=3,5 |recovery=20 |frameAdv=-8 |inv=
|description=Like the old 2HS, this move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). The 1st hit is a low and is low enough to the ground to hit any low profile move (such as Sol's Grand Viper), the 2nd hit is a situational anti-air. 1st hit will hit a ball towards the ground, the 2nd shoots upward.
}}
}}
}}


======<font style="visibility:hidden" size="0">2D</font>======
===<big>{{clr|1|j.P}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=2D
|input=j.P
|image=ggxrd_venom_2d.png |caption=Go under all the stun edges!
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 7
|damage=20x2 |tension= |risc= |prorate= |level= |guard=Low
|active   = 6
|cancel=S |roman=YRP |startup=6 |active=1(15)8 |recovery=14 |frameAdv=-8 |inv=
|recovery = 9
|description=Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various moves as well, although this isn't as strong in Xrd. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on situations where you can't land a c.S(3) or QV combo. Hits balls low to the ground a moderate speed.
*7-18 Above Knees Invincibility, 19-29 Low Profile
}}
}}
}}
{{clr|1|j.P}} is a decent air-to-air, and a good button to {{keyword|option select}} air-throw with. {{clr|1|j.P}} and {{clr|3|j.S}} chain back and forth with each other to extend air block strings.


======<font style="visibility:hidden" size="0">6P</font>======
*Useful to hit balls slowly and horizontally through the air.
{{MoveData
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|name=6P
|image=ggxrd_venom_6p.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=28 |tension= |risc= |prorate= |level= |guard=Mid
|cancel=SJ |roman=YRP |startup=7 |active=7 |recovery=16 |frameAdv=-9 |inv=
|description=A solid anti-air that's not without some small weaknesses. Still, it's your primary anti-air regardless. Gatlings into a variety of moves, notably 6HS, although this only combos on counterhit or hitting them with a ball from 6P. It can even have purpose as a ground poke in certain match-ups against characters who can't duck it! Sends balls upward at a moderate speed. As of version 1.03 6p is now jump cancellable, opening up more consistent knockdowns on regular hit and devastating combos on air counterhit!
*1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility
}}
}}
}}


======<font style="visibility:hidden" size="0">6H</font>======
===<big>{{clr|2|j.K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6H
|input=j.K
|image=ggxrd_venom_6h.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 9
|damage=52 |tension= |risc= |prorate= |level= |guard=Mid
|active   = 12
|cancel=S |roman=YRP |startup=15 |active=8 |recovery=21 |frameAdv=-10 |inv=
|recovery = 12
|description=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. Note that it has a dead zone near Venom. It knocks down in 99% of situations, so you can use it to confirm stray hits into knockdowns or finish combos. When the move hits opponents early and in the air, it can combo into QV. Hits balls fast at a variety of angles, but it usually has too much startup + recovery to be useful for that.
}}
}}
}}
{{clr|2|j.K}} is a very useful button for hitting balls due to its large number of active frames, and large hitbox.
Venom's hurtbox extends past the hitbox during this move, and as such is not a strong air-to-ground button without balls to cover for it (such as during {{clr|K|K}} ball okizeme). The large number of active frames allows Venom to use {{clr|2|j.K}} early in a jump, recover, and use another air normal afterwards.


======<font style="visibility:hidden" size="0">j.P</font>======
*Has a small crossup hitbox.
*Hits balls downward at moderate speed.


{{MoveData
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
|name=j.P
|image=ggxrd_venom_jp.png |caption=
|data=
{{AttackData-GGXRD-R2
|damage=10 |tension= |risc= |prorate= |level= |guard=High/Air
|cancel=CSJ |roman=YRP |startup=7 |active=6 |recovery9=
|frameAdv=- |inv=
|description=An 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. Venom's move for getting balls to move slowly horizontally in the air.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.K</font>======
===<big>{{clr|3|j.S}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.K
|input=j.S
|image=ggxrd_venom_jk.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 7
|damage=12 |tension= |risc= |prorate= |level= |guard=High/Air
|active   = 5
|cancel=S |roman=YRP |startup=9 |active=12 |recovery=12 |frameAdv=- |inv=
|recovery = 21
|description=Has a small crossup hitbox. Generally used in combos, hitting balls, or going for air chains, as j.HS is considered the better move for air to ground situations. Hits balls downard at a moderate speed.
}}
}}
}}
======<font style="visibility:hidden" size="0">j.S</font>======
{{clr|3|j.S}} is Tied with {{clr|1|j.P}} for Venom's fastest air normal and is also jump cancelable. Due to this, {{clr|3|j.S}} is useful in a number of situations such as in air-block-strings, air combos, and hitting balls.  
{{MoveData
*Has a generous hitbox below Venom that can crossup.
|name=j.S
*Jump cancelable.
|image=ggxrd_venom_js.png |caption=
*Hits balls downward diagonally at a high speed.
|data=
 
{{AttackData-GGXRD-R2
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
|damage=22 |tension= |risc= |prorate= |level= |guard=High/Air
|cancel=SJ |roman=YRP |startup=7 |active=5 |recovery=21 |frameAdv=- |inv=
|description=Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Also notable for being an air normal Venom can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K.  
}}
}}
}}


======<font style="visibility:hidden" size="0">j.H</font>======
===<big>{{clr|4|j.H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=j.H
|input=j.H
|image=ggxrd_venom_jhs.png |caption=
|description=
|data=
{{#invoke:FrameChart|drawFrameData
{{AttackData-GGXRD-R2
|startup = 10
|damage=32 |tension= |risc= |prorate= |level= |guard=High/Air
|active   = 8
|cancel=S |roman=YRP |startup=10 |active=8 |recovery=18 |frameAdv=- |inv=
|recovery = 18
|description=Useful in air blockstrings, combos, and setups. Also a good air-to-ground poke without a ball. It's closer to the #Reload version in terms of knockdown in air combos, so it will only knockdown when closer to the ground (slightly buffed in version 1.03). Hits balls very quickly at a 45 degree angle.
}}
}}
}}
{{clr|4|j.H}} is a potent air-to-ground button due to the deep hitbox relative to Venom's hurtbox. {{clr|4|j.H}} has significant untech time allowing the player to delay their next button, or simply let {{clr|4|j.H}} send the enemy down to the ground.
*Hits balls very quickly at a 45 degree angle.


======<font style="visibility:hidden" size="0">j.D</font>======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
{{MoveData
}}
|name=j.D
 
|image=ggxrd_venom_jd.png |caption=
===<big>{{clr|5|j.D}}</big>===
|data=
{{GGXRD-R2 Move Card
{{AttackData-GGXRD-R2
|input=j.D
|damage=36 |tension= |risc= |prorate= |level= |guard=High/Air
|description=
|cancel=S |roman=YRP |startup=12 |active=6 |recovery=22+5 landing recovery |frameAdv=- |inv=
{{#invoke:FrameChart|drawFrameData
|description=Venom's new j.D covers more than 270 degrees around him, letting him hit opponents below, next to, above, and even behind him him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. On counterhit, it will hit an opponent high in the air, allowing followups depending on the height and distance to the corner. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control!
|startup = 12
}}
|active   = 6
}}
A very useful combo tool because it keeps the enemies airborne with its long untech time. {{clr|5|j.D}} has some use during oki after {{clr|4|j.H}} knockdown, and in uncrouchable setups. It can also be used as an occasional air-to-air for opponents directly above Venom thanks to its disjointed hitbox.
 
*Pops opponents up slightly into the air. Launches on counterhit.
*Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.
}}
}}
<br clear=all/>


==Universal Mechanics==
==Universal Mechanics==
======<font style="visibility:hidden" size="0">Ground Throw</font>======
===<big>Ground Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ground Throw
|input=Ground Throw
|image=ggxrd_venom_groundthrow.png |caption=
|description=
|data=
Turns the opponent into a giant cue ball that Venom can hit to confirm into a combo.
{{AttackData-GGXRD-R2
 
|damage=0,6x7 |tension= |risc= |prorate= |level= |guard=Ground Throw: 75250
Venom gets immense corner carry from throws. While the throw itself does very little damage, the followup combo and oki makes this one of the most rewarding throws both in terms of meterless damage and mixup. While in a corner, Venom's throw combo options change.
|cancel= |roman=R |startup=- |active=- |recovery=- |frameAdv=- |inv=
|description=Venom's throw game is really strong, because he gets immense corner carry from landing a throw. The throw itself does very little damage, but the followup combo makes this one of the most rewarding throws both in terms of meterless damage and oki. While in a corner, your throw combo options change, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up is a great way to get your corner game started!
}}
}}
}}


======<font style="visibility:hidden" size="0">Air Throw</font>======
===<big>Air Throw</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Air Throw
|input=Air Throw
|image=ggxrd_venom_airthrow.png |caption=
|description=
|data=
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, such as when opponents are in {{clr|P|6P}}'s deadzone directly above or behind Venom.
{{AttackData-GGXRD-R2
 
|damage=0,6x7 |tension= |risc= |prorate= |level= |guard=Air Throw: 192500
At normal jump height, air throw's cue ball can be hit with the 3rd hit of {{clr|3|c.S}} leading into a simple air combo into knockdown.
|cancel= |roman=R |startup=- |active=- |recovery=- |frameAdv=- |inv=
 
|description=Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown, usually with a unique charge ball setup. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a strong option against people air teching early. Can also be used as an anti-air in certain situations.
Low air throw has many more combo options, especially when performed near the corner.  
}}
}}
}}


======<font style="visibility:hidden" size="0">Dead Angle Attack</font>======
===<big>Dead Angle Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Dead Angle Attack
|input=DAA
|image=ggxrd_venom_5k.png |caption=
|description=
|data=
A very necessary move for Venom as he has no invincible reversals other than Burst Dark Angel. This move is one of your most reliable ways to escape pressure and reset to neutral. Be careful to not be too predictable with it as it's unsafe on block.
{{AttackData-GGXRD-R2
|damage=20 |tension= |risc= |prorate= |level= |guard=Mid
|cancel= |roman= |startup=13 |active=3 |recovery=24 |frameAdv=-13 |inv=
|description=A very necessary move for Venom. Lacking a reversal attack, this move is one of your best ways to escape pressure and reset the situation back to neutral. Do note your opponents strings and when it's safe to throw it out, if it gets baited successfully, you've wasted 50 meter and your opponent is still in there...
*1-15 Full, 16-35 Throw Invincible
}}
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Blitz Attack
|input=Blitz,[Blitz]|versioned=name
|image=GGXRD-R_Venom_BlitzAttack.png |caption=
|description=
|data=
Does one hit despite the appearance. Functions the same as most blitz attacks.
{{AttackData-GGXRD-R2
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=20 |frameAdv=-2 |inv= }}
{{AttackData-GGXRD-R2
|header=no
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid
|cancel= |roman=R |startup=50+13 |active=3 |recovery=20 |frameAdv=-+5 |inv=?
|description=*Does one hit despite the appearance. Functions the same as just about every other blitz attack.
}}
}}
}}
<br clear=all/>


==Special Moves==
==Special Moves==
======<font style="visibility:hidden" size="0">Ball Set </font>======
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
{{MoveData
|name=Ball Set
|input=214P/K/S/H (Air OK)
|image=ggxrd_venom_ballset.png |caption=SET!
|data=
{{AttackData-GGXRD-R2
|damage=- |level=- |guard=-
|cancel= |roman=Y |startup= |active= |recovery=26 (35) |frameAdv= |inv=
|description=Places a ball on the screen and shifts other placed balls, location depends on button pressed. 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). 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!


Balls go into the shown formation when you summon a ball with the corresponding button.
===<big>Ball Set </big>===
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}
{{GGXRD-R2 Move Card
|input=214P/K/S/H
|description=
Ball Set (aka "Generate Ball") is Venom's most iconic special. Ball Set places a ball on the stage relative to Venom's current position and shifts other placed balls into one of many predefined formations.
Ball Set can be canceled into another ball set (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.


For example, doing K summon, then S summon would go into S formation with only the K and S balls available.
Balls go into the formations shown in the [[{{PAGENAME}}#Ball Formations|Ball Formations]] section when you summon a ball with the corresponding button.


YRCing ball set can be a very powerful tool, whether its to give you time to setup more balls or use the ones you have to maximize your space control during the YRC slowdown!
For example, doing {{clr|K|K}} set, then {{clr|S|S}} set would go into {{clr|S|S}} formation with only the {{clr|K|K}} and {{clr|S|S}} balls available.
}}
 
*YRC can be used in a pinch to make ball set more safe.
*Completely halts Venom's air momentum when used until the ball is set, "slingshotting" Venom when used as an {{keyword|IAS}}.
}}
}}


======<font style="visibility:hidden" size="0">Ball Hit</font>======
===<big>Ball Hit</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=Ball Hit
|input=Ball Hit
|input=
|description=
|image=ggxrd_venom_ballhit.png
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 angle it was hit from as well as gain a level of charge.  
|data=
 
{{AttackData-GGXRD-R2
Topspin occurs by default. To backspin a Stinger, press down at approximately the time that the stinger ball is created. To backspin a Carcass Raid press back instead. This timing is fairly generous, but does take practice to learn.  
|damage=26~50 |level=- |guard=All
|cancel= |roman= |startup=1 |active=- |recovery=- |frameAdv= |inv=
|description=The move you hit a ball with changes its speed and direction. Balls can hit other balls and get them in motion as well. This will also change the direction of the original ball as well. When you hit a ball with Stinger Aim or Carcass Raid, the ball shot will no longer be a "hit ball" and move back/push forward (backspin and topsin) a bit in the direction it was traveling, as well as gain a level of charge. Topspin occurs by default, to backspin a Stinger, press a downward direction right after releasing a ball, press a backwards direction to backspin a Carcass Raid. This is a little tricky at first. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally.
}}
}}


======<font style="visibility:hidden" size="0">QV</font>======
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.
{{MoveData
|name=QV
|input=41236P/K/S/H
|image=ggxrd_venom_qv.png
|data=
{{AttackData-GGXRD-R2
|damage=25 |level= |guard=Mid
|cancel= |roman=YRP |startup=20~83 |active=8 |recovery=Total 38~101 |frameAdv=-4, -1, +1, +5
|description=Attack while summoning a ball. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. QV also gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage. Its primary uses are to end combos with knockdown and balls while squeezing a little extra damage in, or as a combo tool. It can also be used as a meaty oki tool. Charge it up and meaty it so you're plus on block and have an extra ball out, possibly one that deals multiple hits.
}}
}}
}}


======<font style="visibility:hidden" size="0">Teleport</font>======
===<big>Teleport</big>===
{{MoveData
{{InputBadge|{{clr|2|623K}}}}
|name=Teleport
{{GGXRD-R2 Move Card
|input=623K
|input=623K
|image=ggxrd_venom_teleport.png
|description=
|data=
Teleport relocates Venom to the ball he last set. Teleport can also be performed by holding down the attack button during a ball set. Very useful for mobility, positioning, and approaching.  
{{AttackData-GGXRD-R2
|damage=- |level= |guard=-
|cancel= |roman=Y |startup=- |active=- |recovery=Total 20 |frameAdv= |inv=
|description=Teleports Venom to the newest ball on the screen. Very useful for mobility and positioning. Because it puts you in the air, it lets you make excellent use of Venom's jump normals to hit balls at specific angles to cover space. Unlike past games, Venom autocorrects to face the opponents direction after teleporting. Venom will be able to airdash after recovering, but not double jump.
*Teleport completed frame 15
*7-10 Strike,11-14 Fully Invincible.
}}
}}


======<font style="visibility:hidden" size="0">Stinger Aim</font>======
Since Venom recovers airborne, Teleport allows him to access air normals from the ground without having to jump. Venom will be able to airdash after recovering, but not double jump without {{keyword|jump install}}ing first.
{{MoveData
|name=Stinger Aim
|input=[4]6S/H
|image=ggxrd_venom_stingeraim.png
|data=
{{AttackData-GGXRD-R2
|version=S  |subtitle=Level (0/1/2/3) |damage=30 <br/> 22x2 <br/> 22x3 <br/> 22x6 |level= |guard=All
|cancel= |roman=YRP |startup=15~26 <br/>27~47 <br/>48~74 <br/>75~95 |active=- |recovery=Total 43~54 <br/>Total 55~75 <br/>Total 76~102 <br/>Total 77~103 |frameAdv=-2 <br/> -2 <br/> +5 <br/> +26  }}
{{AttackData-GGXRD-R2
|version=H  |subtitle=Level (0/1/2/3) |header=no
|damage=30 <br/> 25x2 <br/> 25x3 <br/> 25x6 |level= |guard=All
|cancel= |roman=YRP |startup=9~20 <br/>21~41 <br/>42~68 <br/>69~89 |active=- |recovery=Total 44~55 <br/>Total 56~76 <br/>Total 77~103 <br/>Total 104~124 |frameAdv=-9 <br/> -9 <br/> -2 <br/> +19
|description=When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move after confirming your stray poke into Stinger Aim combo and followup into a full combo and knockdown. Charging it isn't as useful compared to past games with the reduced frame advantage unfortunately, but it still has some good uses, such as a basic okizeme tool, creating multi-hit projectiles for zoning wars needing extra hits, and leveling up balls via top and backspins. Charge time is 40 frames.
}}
}}


======<font style="visibility:hidden" size="0">Carcass Raid </font>======
*Auto-corrects Venom to face the opponent after teleporting.
{{MoveData
|name=Carcass Raid
|input=[2]8S/H
|image=ggxrd_venom_carcassraid.png
|data=
{{AttackData-GGXRD-R2
|version=S |damage=36 |level= |guard=All
|cancel= |roman=YRP |startup=16 |active=- |recovery=Total 32 |frameAdv=+10}}
{{AttackData-GGXRD-R2
|header=no
|version=H |damage=50 |level= |guard=All
|cancel= |roman=YRP |startup=13 |active=- |recovery=Total 48 |frameAdv=-9
|description=
The S version is one of Venom's most important specials. Charging down during chain routes isn't easy, and needs careful planning and knowledge, but it's worth it and essential. From point blank to 2S range, 28S provides frame advantage and resets pressure. It can also used instead of Stinger Aim against character that can go beneath it with a low profile move. The longer the distance you use it in, the easier it is to go above it with air movement, which is the move's flaw. But punishing it on reaction (when you are not being predictable) is pretty hard, and with 25% meter, the option to YRC it on reaction if the opponent predicted it makes the move extremely potent for midrange space control. Careful that the charge time is really long, and you'll need to wait some extra frames in between using 2 in a row, unless you use the block lag of a move for extra time (such as 2S, 28S 28S as fast as possible).


Common places to charge downward for a Carcass Raid S-
}}


1. During oki with a ball cover, 66[3] (2K) c.S[1] 8S.
===<big>QV</big>===
{{InputBadge|{{clr|1|41236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Hold OK)}}
{{GGXRD-R2 Move Card
|input=41236P/K/S/H
|description=
QV is a special that sets a ball with an attack in front of Venom before travelling to its respective formation. The button can held to increase the "level" of the attack.  


2. During a jump-in normal or a j236S charge 2 -> land -> (2K) c.S[1] 8S
During the charge frames, QV negates projectiles passing through it, but does not interact with players. Upon releasing the button, QV becomes an large active before setting 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.


3. 2K c.S->charge 2 *immediately* after pressing S, during the buffer before c.S even starts on the screen-> press 8S right before/during the very beginning of the 3rd hit of c.S. There's a tiny gap in there, but mixing it with c.S[2]->f.S/2S/2D should keep the opponent scared from pressing buttons.
'''Example uses for QV''':
*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.
*A situational blockstring ender.
}}


4. During 28S/28H
===<big>Stinger Aim</big>===
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}
{{GGXRD-R2 Move Card
|input=[4]6S Level 0,[4]6S Level 1,[4]6S Level 2,[4]6S Level 3,[4]6H Level 0,[4]6H Level 1,[4]6H Level 2,[4]6H Level 3|versioned=input
|description=
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.  


5. During 214P, a common corner okizeme setup after 6H ender.
{{clr|S|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. {{clr|S|S}} Stinger aim is also useful as an oki tool; It can be charged for a meaty multi-hit projectile, to hit other balls in order to make them meaty while producing a leveled up ball, or both.


6. c.S(charge 2), after 3rd hit 8S. Venom's midscreen throw combo.
{{clr|H|H}} Stinger Aim is considerably less safe than {{clr|S|S}} Stinger Aim on whiff or block, but launches a much faster projectile. This makes {{clr|H|h}}SA 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.
}}


7. 663 2H[2] 8S. Another midscreen throw combo.
===<big>Carcass Raid </big>===
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}
{{GGXRD-R2 Move Card
|input=[2]8S,[2]8H|versioned=input
|description=
Carcass Raid is one of Venom's most important and versatile specials, used as pressure reset, for okizeme, in combos, for controlling space/anti airing, and cancelling into after pokes.


8. When poking with 2S/2D/2K->2S/2K->2D
;{{clr|S|S}} Carcass Raid
From close range, {{clr|3|s}}CR provides significant frame advantage which can be used as a pressure reset. {{clr|3|s}}CR 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 {{clr|3|f.S}}. The further away {{clr|3|s}}CR is used from, the easier it is for an opponent to avoid the hit and punish Venom.


Example situations where {{clr|3|s}}CR can be useful:
*During oki with ball cover.
*After {{clr|2|2K}} > {{clr|3|c.S}}(2) as a pressure reset.
*After another {{clr|3|s}}CR.
*In tandem with {{clr|P|P}} ball in the corner for oki.
*Midscreen throw combos.
*After a poke like {{clr|3|2S}} or {{clr|5|2D}} or {{clr|2|2K}}.
----
;{{clr|H|H}} Carcass Raid
{{clr|H|h}}CR is much more situational than {{clr|3|s}}CR. {{clr|H|h}}CR's projectile disappears if Venom is hit while the projectile is active, making it less safe than other options. {{clr|H|h}}CR does have uses such as anti-airing enemies far above Venom, controlling space, and hitting other balls. {{clr|H|h}}CR is also able to give frame advantage when spaced properly.


The H version disappears if Venom gets hit. This, and the angle can leave Venom open to frontal attacks. It can be a niche move useful for specific situations- To prevent a cornered a opponent from escaping via super jump airdash above Venom and out of the corner. When spaced correctly, this  also give frame advantage. Can also keep the pressure after an air convert that ends with a j.D. It can also be used when people are stalling in the air above you. On occasion, this can get use midscreen in situations where opponents are making air dashes/forward jumps, both in neutral and out of your pressure. Charge time for both versions is 40 frames.
{{clr|H|H}} Carcass Raid can be especially useful as a way to call out jump outs which would normally go over {{clr|S|S}} Carcass Raid's projectile path.
}}
}}
}}


======<font style="visibility:hidden" size="0">Double Head Morbid</font>======
===<big>Double Head Morbid</big>===
{{MoveData
{{InputBadge|{{clr|3|623S}}/{{clr|4|H}}}}
|name=Double Head Morbid
{{GGXRD-R2 Move Card
|input=623S/H
|input=623S,623H|versioned=input
|image=ggxrd_venom_doubleheadmorbid.png
|description=
|data=
'''{{clr|S|S}} Double Head Morbid''' is rarely useful, but can come in handy in order to allow one to hit balls directly upwards.
{{AttackData-GGXRD-R2
*Hits balls directly upward, which then bounce off the ceiling and floor.
|version=S |damage=15x4 |level= |guard=Mid
*Moves venom slightly forward.
|cancel= |roman=YRP |startup=9 |active=4x4 |recovery=18 |frameAdv=-8 }}
----
{{AttackData-GGXRD-R2
'''{{clr|H|H}} Double Head Morbid''' is a situational means to convert a {{clr|5|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. With 50% meter to RRC, {{clr|H|H}} DHM becomes a viable, if unorthodox, approach tool, and combo starter due to the forced movement and multiple hits.
|header=no
*Hits balls directly upward, which then bounce off the ceiling and floor.
|version=H |damage=18x4 |level= |guard=Mid
*Moves Venom forward by nearly one screen's distance maximum.
|cancel= |roman=YRP |startup=15~34 |active=24 |recovery=18 |frameAdv=-16 |inv=
|description=Situational move. You can use it to approach when you have multiple balls trailing behind you or if you have the meter to RC. You can also use it to confirm from various pokes and RC for a full followup combo. Hits balls directly upward. Also don't forget to use this move to finish people off in a combo when normally you'd take the knockdown!
}}
}}
}}


======<font style="visibility:hidden" size="0">Mad Struggle</font>======
===<big>Mad Struggle</big>===
{{MoveData
{{InputBadge|{{clr|3|j.236S}}/{{clr|4|H}}}}
|name=Mad Struggle
{{GGXRD-R2 Move Card
|input=j.236S/H
|input=j.236S,j.236H|versioned=input
|image=ggxrd_venom_madstruggle.png
|description=
|data=
A quickly descending, multi-hitting diagonal divekick. Used as an overhead option in mixups and as an occasional anti-anti air due to the momentum change.  
{{AttackData-GGXRD-R2
 
|version=S |damage=12x4 |level= |guard=High/Air
*Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit
|cancel= |roman=YRP |startup=18 |active=Until landing |recovery=6 After Landing |frameAdv=+7 }}
*Halts Venom's vertical momentum completely before descending
{{AttackData-GGXRD-R2
*Halts airdash momentum but carries the horizontal momentum from a dash jump
|header=no
----
|version=H |damage=15x7, 25 |level= |guard=High/Airx4 HLFx3
;{{clr|S|S}} Mad Struggle
|cancel= |roman=YRP |startup=16 |active=Until Landing (5)2,6,2 |recovery=20 |frameAdv=-6 |inv=
Tiger Knee {{clr|S|S}} Mad Struggle is one of Venom's most versatile overheads due to being able to vary the amount of hits that come out based on how high the move is performed off the ground, as well as being plus on block. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs.  
|description=A strong move. Overhead and frame advtange when done right. The multiple hits will build a good amount of guard bar too, but scale damage when hitting. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo. It can also be used to bait anti-airs, due to Venom delaying his descent to the ground. Mad Struggle is not without weakness though, it can be vulnerable to being thrown if the last hit is instant blocked. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air.
 
*HS Version: 1-7 Strike Invincible after landing.
{{clr|S|s}}MS 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.
}}
*When performed too quickly from a {{keyword|TK}} motion/too low off the ground, {{clr|S|S}} Mad struggle will not hit and immediately begin recovery.
----
;{{clr|H|H}} Mad Struggle
Unsafe on whiff and on block makes the {{clr|H|H}} version much more situational than {{clr|S|S}} Mad Struggle. Also keep in mind that just like the {{clr|S|S}} version, your height will determine how many hits occur before the flip followup happens.
 
The flip followup has a few invulnerability frames and can catch opponents who are unprepared which gives Venom the ability to score a knockdown.
}}
}}
<br clear=all/>


==Ball Formations==
==Ball Formations==
======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|P|P}} Formation</big>===
{{MoveData
<div class="attack-container">
|name=P Formation
<div class="attack-gallery">
|image=Ggxrd_venom_pformation.png |caption=
<gallery widths="210px" heights="210px" mode="nolines">
|textonly=yes
Ggxrd_venom_pformation.png |
|data=P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. 2S will hit a P ball, making this formation's use in the corner strong. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom.
</gallery>
}}
</div>
<div class="attack-info">
==== ====
{{clr|P|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. {{clr|P|p}}QV can also be used with {{clr|1|5P}} to keep the enemy airborne for a substantial combo extension. {{clr|P|P}} ball is especially strong in the corner because it can be hit with either {{clr|3|2S}} or {{clr|S|s}}SA to generate charged balls on the opponent's wakeup. {{clr|P|P}} formation is not particularly strong for zoning.
{{CloseCard}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|K|K}} Formation</big>===
{{MoveData
<div class="attack-container">
|name=K formation
<div class="attack-gallery">
|image=Ggxrd_venom_kformation.png |caption=
<gallery widths="210px" heights="210px" mode="nolines">
|textonly=yes
Ggxrd_venom_kformation.png |
|data=K Formation puts a ball above Venom. You'll use it for K Ball oki on knockdowns (description now in the Beginner and Intermediate Guide to Venom linked later on this page, but it is similar to the one on the +R page). You'll also use it for some combos, especially ones planned in advance (with K ball out, 6P>6HS is a true combo). In addition, P>K is a very versatile formation for zoning.
</gallery>
}}
</div>
<div class="attack-info">
==== ====
{{clr|K|K}} Formation puts a ball high in front of Venom. {{clr|K|K}} ball is frequently used in okizeme setups, particularily by jumping forward and using {{clr|K|j.K}} to launch the ball into the opponent's wakeup. Some combos also use {{clr|K|K}} ball and {{clr|K|K}} ball can enable {{clr|1|6P}} > {{clr|4|6H}} to combo without a counter hit. {{clr|P|P}}+{{clr|K|K}} is also a solid formation for zoning.
{{CloseCard}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|S|S}} Formation</big>===
{{MoveData
<div class="attack-container">
|name=S formation
<div class="attack-gallery">
|image=Ggxrd_venom_sformation.png |caption=
<gallery widths="210px" heights="210px" mode="nolines">
|textonly=yes
Ggxrd_venom_sformation.png |
|data=Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P or 6P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space. It has some corner okizeme uses as well.
</gallery>
}}
</div>
<div class="attack-info">
==== ====
{{clr|S|S}} formation places a ball directly behind Venom's head. {{clr|S|S}} formation has comparatively few uses compared to other formations, but is still useful. {{clr|S|S}} ball on its own is useful with teleport cancel to help evade while putting a ball in motion. {{clr|S|s}}QV is a potent combo tool because the {{clr|S|S}} ball can be hit with {{clr|1|6P}} or {{clr|1|5P}} as it travels to its resting position.
{{CloseCard}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|H|H}} Formation</big>===
{{MoveData
<div class="attack-container">
|name=HS formation
<div class="attack-gallery">
|image=Ggxrd_venom_hformation.png |caption=
<gallery widths="210px" heights="210px" mode="nolines">
|textonly=yes
Ggxrd_venom_hformation.png |
|data=Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's a great best ball for using the Stinger Aim spin properties. Because it places the ball further out, your teleport can get behind your opponent more frequently (and it can be pushed even further by a HS Stinger). And last but not least, S>HS immediate 5P is one of Venom's best 2 ball zoning formations.
</gallery>
}}
</div>
<br clear=all/>
<div class="attack-info">
==== ====
Places a ball far in front of Venom. {{clr|H|H}} ball on its own can be used during oki with {{clr|S|j.S}}  to create a safejump, and can be used as a far teleport point. {{clr|H|H}}+{{clr|S|S}} Ball is a common 2 ball setup for zoning because, when hit with {{clr|1|5P}}, one ball travels horizontally at head height, and the other splits off and travels at a roughly 45 degree angle upward. {{clr|H|H}} ball is also useful in throw setups when combined with {{clr|S|s}}SA to create safe chip damage scenarios. Finally, {{clr|H|h}}QV is useful to place a ball above and behind a blocking enemy which you can use to teleport crossup as a reset.
{{CloseCard}}


==Overdrives==
==Overdrives==
======<font style="visibility:hidden" size="0">Dark Angel</font>======
===<big>Dark Angel</big>===
{{MoveData
{{InputBadge|{{clr|3|2363214S}}\{{clr|5|2363214D}}}}
|name=Dark Angel
{{GGXRD-R2 Move Card
|input=2363214S
|input=2363214S
|image=ggxrd_venom_darkangel.png |caption=To the corner with you
|description=
|data=
Dark Angel is a giant ball masking a more modest hitbox which accelerates as it travels horizontally. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge.  
{{AttackData-GGXRD-R2
 
|damage=10x34 |tension= |risc= |prorate= |level= |guard=All
Unlike Bishop Runout, Dark Angel does not affect any balls on the screen. It hits at most 34 times, dealing high chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an okizeme 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 {{MMC|chara=Sol Badguy|input=214S|hitboxMode=true|label=Ground Viper}}.
|cancel= |roman=YRP |startup=7+18 |active=- |recovery=Total 43 |frameAdv=+102 |inv=
 
|description=A giant black multi-hitting ball that does large chip damage, can be used to force the opponent to block mixups, carry to the corner, and raises the RISC gauge. Does not affect balls on the screen. Not as useful as game's past. Recovery is longer, and does not drain as much tension as it used to for their FDing. It does 34 hits compared to past games where it did 28. At this point, the primary use of the move is to force a corner carry on block after scoring a knockdown. This will allow you to essentially turn your small knockdowns into corner situations plus some chip for 50 meter with no meter gain penalty.
The burst version's full invuln can be used as Venom's only invincible reversal on wakeup or as a counterattack in a pinch, though this usually won't be worth the cost unless it'll win the round.
*7 Full,8-15 Strike Invincible
}}
}}
}}


======<font style="visibility:hidden" size="0">Red Hail</font>======
===<big>Red Hail</big>===
{{MoveData
{{InputBadge|{{clr|4|j.236236H}}}}
|name=Red Hail
{{GGXRD-R2 Move Card
|input=j.236236HS
|input=j.236236H
|image=ggxrd_venom_redhail.png |caption=
|description=
|data=
Shoots 8 balls diagonally towards the ground which can bounce off the ground one time. The only overdrive which Venom can use while airborne.  
{{AttackData-GGXRD-R2
 
|damage=30x8 |tension= |risc= |prorate= |level= |guard=All
This overdrive is almost never useful, but can be used in very specific circumstances to kill without returning to the ground, such as when the opponent whiffs an anti air with high recovery.
|cancel= |roman=YRP |startup=7+0 |active=- |recovery=Total 91 + 9 after landing |frameAdv=- |inv=
|description=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. These may come up a bit more due to Hellfire state.
*Shoots every 8 frames
}}
}}
}}


======<font style="visibility:hidden" size="0">Bishop Runout</font>======
===<big>Bishop Runout</big>===
{{MoveData
{{InputBadge|{{clr|4|2363214H}}}}
|name=Bishop Runout
{{GGXRD-R2 Move Card
|input=2363214H
|input=2363214H
|image=ggxrd_venom_bishoprunout.png |caption=
|description=
|data=
Bishop Runout (aka "BRO") 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.
{{AttackData-GGXRD-R2
 
|damage=- |tension= |risc= |prorate= |level= |guard=All
*Has a cooldown which starts after it hits an enemy before it can become active again.
|cancel= |roman=Y |startup=- |active=- |recovery=Total 13 (Super Freeze 10) |frameAdv=- |inv=
*Will level up balls fired from Stinger Aim or Carcass Raid which make contact with it.
|description=Absorbs all of Venom's lined up balls to become bigger, and last longer. Will bounce around the screen but after getting hit, and interacts as if it's a ball, but it will turn black and need some cooldown before it can be hit again. A very strong corner pressure and space control tool. You can gain meter during the duration, although at a significantly reduced rate. Also handy is that part of BRO counting as a ball is that it will still level up Stinger and Carcass balls hit into it, while re-appearing. A very versatile move, mastering it requires both pre-arranged setups and improvisational skills.
*Meter gain is significantly reduced while Bishup is active.
}}
*Does more damage and gains increased duration the more balls are absorbed.
**Does the same damage as a regular ball with no balls absorbed, with 2 flat damage added for each absorbed ball.
}}
}}
<br clear=all/>


==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]==
==Instant Kill==
{{MoveData
===<big>Giga Machina System</big>===
|name=Giga Machina System
{{InputBadge|During IK Mode: {{clr|4|236236H}}}}
|input=in IK mode: 236236H
{{GGXRD-R2 Move Card
|image=ggxrd_venom_gigamachinasystem.png |caption=
|input=236236H
|image2=ggxrd_venom_gigamachinasystem2.png |caption= Never miss a Call Shot
|description=
|data=
Can be combo'ed into off of throw and {{clr|5|5D}} when the opponent is in hellfire and you have sufficient meter. Can be used from the pong loop.
{{AttackData-GGXRD-R2
|damage=DESTROY |tension= |risc= |prorate= |level= |guard=All
|cancel= |roman= |startup=9+17[5+14] |active=4 |recovery=33 |frameAdv=-20 |inv=
|description=*[ ] 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]
It seems there's been a few ways to combo into this with the opponent in hellfire. If you happen to get into those situations (such as throwing with 100 meter) go for it. If not, don't.
}}
}}
}}
<br clear=all/>
 
----
==Colors==
{{CharLinks-GGXRD-R2|Venom}}
{{GGXRD-R2Colors|Size=120|Character=Venom}}
{{Navbar-GGXRD-R2}}
 
[[Category: Guilty Gear Xrd REV 2]]
==Navigation==
[[Category:Venom]]
<center>{{Character Label|GGXRD-R2|Venom|size=42px}}</center>
{{GGXRD-R2/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{GGXRD-R2/Navigation}}
[[Category:Guilty Gear|Venom]]

Latest revision as of 04:59, 16 February 2024

Overview

Overview

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. 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 works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. 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.
Venom
GGXRD-R Venom Portrait.png
Defense
x1.03
Guts Rating
1
Weight
[100] Medium
Stun Resistance
60
Prejump
4F
Backdash
13F (1~7F invuln)
Wakeup Timing
21F (Face Up)/ 26F (Face Down)
Unique Movement Options
Teleport
Fastest Attack
2K, c.S (5F)
Reversals
2363214D (7+18F)

 Venom 's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.

Pros
Cons
  • Powerful And Diverse Pressure Options: Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups.
  • Good Pokes And Neutral Game: 2S, f.S, and Stinger Aim are neutral tools with few rivals in terms of general meterless screen control.
  • 6P: Venom's 6P is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges.
  • Setplay And Zoning Are Both Viable: Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents.
  • Great Meterless Throw Reward: Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage.
  • Amazing Chip Damage: Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense.
  • Good R.I.S.C Gain: Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage.
  • Weak Defense: Venom has a decent backdash and some good abare An attack during the opponent's pressure, intended to interrupt it. normals, but none of his specials help peel an opponent off of him. He relies heavily on universal defensive mechanics, and will be forced to hold pressure that other characters can challenge.
  • Pokes Have Low Reward: The same pokes which Venom uses to control neutral do not provide significant reward on hit or block. Usually 2S and f.S at range only give a ball at best on normal hit or can even be punished at worst.

Unique Mechanics

Ball Set

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.

Charged Balls

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.

Spin

Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball. Back-Spin is an alternate ball movement that places the resultant ball "backwards" towards Venom and works as follows:

  • To backspin a Stinger press down at approximately the time that the stinger 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.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6[26] Mid 6 3 9 -2
Total: 17

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.

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

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3[32] Mid 5 2,2,7 20 -8
Total: 35

c.S is the main basis of Venom's close combat. A fast and ideal combo tool and pressure starter that allows him to fully charge a Stinger AimGgxrd venom stingeraim.pngGuardAllStartup27~47RecoveryTotal 55~75Advantage+6 or Carcass RaidGgxrd venom carcassraid.pngGuardAllStartup16RecoveryTotal 32Advantage+10.

Tied for Venom's fastest button with 2K, and can be freely chained into and out of it. As one of Venom's main combo starters, the fact that it's jump cancelable during any one of the 3 hits makes it a dangerous burst point for the opponent. Makes for a great Throw OSInput 6S+H to get a c.S when the opponent would be throw invulnerable (such as when airborne or backdashing) option thanks to its long active frames. Can also be situationally used as an anti air with great reward on counter hit.

  • Builds large amounts of R.I.S.C with 3 level 4 hits.
  • Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
  • Note: the last hit whiffs on most crouching charactersc.S(3) hits crouching against Potemkin, Bedman, Haehyun, and Leo. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.

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

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24[38] Mid 9 2 18 -6
Total: 28

Venom's f.S is excellent for controlling space as one of his longest reaching pokes. Though Venom extends his hurtbox forward, it is pretty fast and covers a great distance.

While he might not get much reward from hitting it at max range, it can be used to safely 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 its frame advantage.

  • Hits balls horizontally with high speed

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

5H

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28[36] Mid 7 7 16 -9 1~3 Upper Body
4~6 Above Knees
7~10 Upper Body
Total: 29

A 6P so good that it has become a meme. 6P is a reliable anti-air and occasional poke.

Although 6P can gatling into many of his other buttons, it cannot combo into 6H on normal hit (unless it was combined with a ball hit, extending the hitstun) and must be jump canceled into an air combo. On counter hit, 6P combos into 6H for a free knockdown.

6P is also useful to counter-poke a large variety of moves such as I-No's Chemical LoveGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3, and Johnny's Level 3 Mist FinerGGXRD Johnny MidMistFiner-lv3.pngGuardAllStartup4+4Recovery29Advantage-7 with varying degrees of risk.

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

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

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
52[48] Mid 15 8 21 -10
Total: 43

6H is a move with many uses, and some drawbacks. 6H is very unsafe on block for an H normal and needs to be special canceled to make it safer, though its sheer range can make it hard for opponents to punish when blocked at a distance.

Great for use as an anti-air, swatting opponents above and in front of venom that try to jump over his neutral pokes like f.S. In combos, 6H is an essential ender thanks to its knockdown properties. In the corner, it also combos into QV.

  • Hits balls with the greatest speed of all his buttons.
  • 6H has a deadzone directly in front of Venom, and as such is not a very reliable way to hit approaching enemies.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8[30] Low 5 3 9 -2
Total: 16

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. Its good speed, decent range, and fair recovery also make it a decent low poke.

  • Hits balls low to the ground with low speed.
  • 2K's hitbox is low and shallow enough that it will not hit uncharged balls in any of the standard formations. It requires non-standard situations such as charged Carcass Raid balls or Bishop Runout in order to be used as a ball launcher.

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

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22[34] Mid 6 2 19 -7
Total: 26

2S is one of Venom's best pokes thanks to its speed, reach, utility and overall safety on block.

Blisteringly fast for its long reach - hits most characters at round start range and is tough for opponents to beat due to its long disjoint. Being a crouching normal, it also allows for Venom to charge both Carcass Raid and Stinger Aim simultaneously and choose the appropriate option on block or hit.

  • Hits balls low to the ground with high speed.
  • Will not hit moves with high profiles (such as Jam's 6HGGXRD Jam 6H hitbox.pngGuardMidStartup14Recovery22Advantage-6) or moves with extremely low profiles (like Sol's Grand ViperGGXRD Sol GrandViper1 Hitbox.pngGuardLowx2~6,
    Midx3
    Startup17Recovery37+10 after landingAdvantage-56
    ).

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

2H

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2 Low 6 2(14)8 14 -8 6~7 Upper Body
8~18 Above Knees
19~29 Low Profile
30~32 Above Knees
Total: 43

A reliable and consistent long range knockdown that sets up K Ball okizeme. Has generous low profile frames after the first hit which can give it use as a counterpoke or abare option.

2D is the most reliable way to secure a knockdown when one is unable to combo into 6H or QV. 2D is also a great unprorated combo starter under niche circumstances, such as when a charge is stored for Carcass Raid in the corner, and in certain midscreen setups. 2D can also be used as one of Venom's better abare buttons due to its speed, low profile, and good reward on counter hit, however, its recovery is CH state, making dangerous to whiff, especially due to the long total duration of the move.

  • Fast and 2 hits - the second of which has additional range.
  • High reward in the corner with 2D(1) sCR.
  • Hits balls low to the ground with low speed.

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12[32] High / Air 9 12 12
Total: 32

j.K is a very useful button for hitting balls due to its large number of active frames, and large hitbox.

Venom's hurtbox extends past the hitbox during this move, and as such is not a strong air-to-ground button without balls to cover for it (such as during K ball okizeme). The large number of active frames allows Venom 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

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36[48] High / Air 12 6 22 + 5 Landing Recovery
Total: 17

A very useful combo tool because it keeps the enemies airborne with its long untech time. j.D has some use during oki after j.H knockdown, and in uncrouchable setups. It can also be used as an occasional air-to-air for opponents directly above Venom thanks to its disjointed hitbox.

  • Pops opponents up slightly into the air. Launches on counterhit.
  • Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.

Universal Mechanics

Ground Throw

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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, such as when opponents are in 6P's deadzone directly above or behind Venom.

At normal jump height, air throw's cue ball can be hit with the 3rd hit of c.S leading into a simple air combo into knockdown.

Low air throw has many more combo options, especially when performed near the corner.

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

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

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.

Ball Set

214P/K/S/H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 26(Ground)
Total 35(Air)

Ball Set (aka "Generate Ball") is Venom's most iconic special. Ball Set places a ball on the stage relative to Venom's current position and shifts other placed balls into one of many predefined formations. Ball Set can be canceled into another ball set (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 formations shown in the Ball Formations section when you summon a ball with the corresponding button.

For example, doing K set, then S set 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.
  • Completely halts Venom's air momentum when used until the ball is set, "slingshotting" Venom when used as an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    .

Ball Hit

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
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 angle 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 stinger 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.

Teleport

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 20 7~10 Strike
11~14 Full

Teleport relocates Venom to the ball he last set. Teleport can also be performed by holding down the attack button during a ball set. Very useful for mobility, positioning, and approaching.

Since Venom recovers airborne, Teleport allows him to access air normals from the ground without having to jump. Venom will be able to airdash after recovering, but not double jump without jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.ing first.

  • Auto-corrects Venom to face the opponent after teleporting.

QV

41236P/K/S/H (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Mid 20~83 8 Total 38~101 -4 [-1, +1, +5]

QV is a special that sets a ball with an attack in front of Venom before travelling to its respective formation. The button can held to increase the "level" of the attack.

During the charge frames, QV negates projectiles passing through it, but does not interact with players. Upon releasing the button, QV becomes an large active before setting 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.

Example uses for QV:

  • 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.
  • A situational blockstring ender.

Stinger Aim

[4]6S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[4]6S Level 0 30 All 15~26 Total 43~54 -2
[4]6S Level 1 22×2 All 27~47 Total 55~75 +6
[4]6S Level 2 22×3 All 48~74 Total 76~102 +15
[4]6S Level 3 22×6 All 75~95 Total 103~123 +37
[4]6H Level 0 42 All 9~20 Total 44~55 -9
[4]6H Level 1 25×2 All 21~41 Total 56~76 -1
[4]6H Level 2 25×3 All 42~68 Total 77~103 +8

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; It can be charged for a meaty multi-hit projectile, to hit other balls in order to make them meaty while producing a leveled up ball, or both.

H Stinger Aim is considerably less safe than S Stinger Aim on whiff or block, 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.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
[4]6S Level 0 2 10 7
[4]6S Level 1 2 10, 2 6×2
[4]6S Level 2 2 10, 2×2 6×3
[4]6S Level 3 2 10, 2×5 6×6
[4]6H Level 0 2 10 7
[4]6H Level 1 2 10, 2 6×2
[4]6H Level 2 2 10, 2×2 6×3

[4]6S Level 0:

  • 40F charge time

[4]6S Level 1:

  • 40F charge time

[4]6S Level 2:

  • 40F charge time

[4]6S Level 3:

  • 40F charge time

[4]6H Level 0:

  • 40F charge time

[4]6H Level 1:

  • 40F charge time

[4]6H Level 2:

  • 40F charge time

Carcass Raid

[2]8S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[2]8S 36 All 16 Total 32 +10
[2]8H 50 All 13 Total 48 -9

Carcass Raid is one of Venom's most important and versatile specials, used as pressure reset, for okizeme, in combos, for controlling space/anti airing, and cancelling into after pokes.

S Carcass Raid

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 f.S. The further away sCR is used from, the easier it is for an opponent to avoid the hit and punish Venom.

Example situations where sCR can be useful:

  • During oki with ball cover.
  • After 2K > c.S(2) as a pressure reset.
  • After another sCR.
  • In tandem with P ball in the corner for oki.
  • Midscreen throw combos.
  • After a poke like 2S or 2D or 2K.

H Carcass Raid

hCR is much more situational than sCR. 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, controlling space, and hitting other balls. hCR is also able to give frame advantage when spaced properly.

H Carcass Raid can be especially useful as a way to call out jump outs which would normally go over S Carcass Raid's projectile path.

Double Head Morbid

623S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 15×4[42] Mid 9 4×4 18 -8
623H 18×4[48] Mid 15~34 24 18 -16

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

  • Hits balls directly upward, which then bounce off the ceiling and floor.
  • Moves venom slightly forward.

H Double Head 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. With 50% meter to RRC, H DHM becomes a viable, if unorthodox, approach tool, and combo starter due to the forced movement and multiple hits.

  • Hits balls directly upward, which then bounce off the ceiling and floor.
  • Moves Venom forward by nearly one screen's distance maximum.

Mad Struggle

j.236S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236S 12×4[37] High / Air 18 Until Landing 6 After Landing +7
j.236H 15×7, 25×3[37] High / Air×4,Mid×3 16 Until Landing (5)2,6,2 18 -6 After Landing 1~7 Strike

A quickly descending, multi-hitting diagonal divekick. Used as an overhead option in mixups and as an occasional anti-anti air due to the momentum change.

  • Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit
  • Halts Venom's vertical momentum completely before descending
  • Halts airdash momentum but carries the horizontal momentum from a dash jump

S Mad Struggle

Tiger Knee S Mad Struggle is one of Venom's most versatile overheads due to being able to vary the amount of hits that come out based on how high the move is performed off the ground, as well as being plus on block. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs.

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.

  • When performed too quickly from a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. motion/too low off the ground, S Mad struggle will not hit and immediately begin recovery.

H Mad Struggle

Unsafe on whiff and on block makes the H version much more situational than S Mad Struggle. Also keep in mind that just like the S version, your height will determine how many hits occur before the flip followup happens.

The flip followup has a few invulnerability frames and can catch opponents who are unprepared which gives Venom the ability to score a knockdown.

Ball Formations

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 not particularly strong for zoning.

K Formation

K Formation puts a ball high in front of Venom. K ball is frequently used in okizeme setups, particularily by jumping forward and using j.K to launch the ball into the opponent's wakeup. 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 j.S 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

Dark Angel

2363214S or 2363214D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10×34
[12×34]
All 7+18 Total 43 +102 7 Full
8~15 Strike
[1-26 All]

Dark Angel is a giant ball masking a more modest hitbox which accelerates as it travels horizontally. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge.

Unlike Bishop Runout, Dark Angel does not affect any balls on the screen. It hits at most 34 times, dealing high chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an okizeme 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 Ground ViperGGXRD Sol GrandViper1 Hitbox.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
.

The burst version's full invuln can be used as Venom's only invincible reversal on wakeup or as a counterattack in a pinch, though this usually won't be worth the cost unless it'll win the round.

Red Hail

j.236236H

Bishop Runout

2363214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10+0 3 10 Strike

Bishop Runout (aka "BRO") 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 fired from Stinger Aim or Carcass Raid which make contact with it.
  • Meter gain is significantly reduced while Bishup is active.
  • Does more damage and gains increased duration the more balls are absorbed.
    • Does the same damage as a regular ball with no balls absorbed, with 2 flat damage added for each absorbed ball.

Instant Kill

Giga Machina System

During IK Mode: 236236H

Colors

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Venom color 1.png
GGXRD-R2 Venom color 2.png
GGXRD-R2 Venom color 3.png
GGXRD-R2 Venom color 4.png
GGXRD-R2 Venom color 5.png
GGXRD-R2 Venom color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Venom color 7.png
GGXRD-R2 Venom color 8.png
GGXRD-R2 Venom color 9.png
GGXRD-R2 Venom color 10.png
GGXRD-R2 Venom color 11.png
GGXRD-R2 Venom color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Venom color 13.png
GGXRD-R2 Venom color 14.png
GGXRD-R2 Venom color 15.png
GGXRD-R2 Venom color 16.png
GGXRD-R2 Venom color 17.png
GGXRD-R2 Venom color 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
GGXRD-R2 Venom color 19.png
GGXRD-R2 Venom color 20.png
GGXRD-R2 Venom color 21.png
GGXRD-R2 Venom color 22.png
GGXRD-R2 Venom color 23.png
GGXRD-R2 Venom color 00.png

Navigation

 Venom


To edit frame data, edit values in GGXRD-R2/Venom/Data.
System Links
Mechanics
Application & Advanced Information
Archived Information