GGXRD-R2/Venom: Difference between revisions

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{{GGWikiBanner}}
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==Overview==
!Venom
{{Overview/navigation|okizeme=true}}
|-
<div id="home-content" class="home-grid">
||
{{card|width=4|height=1
[[File:GGXRD-R_Venom_Portrait.png|350x500px|center]]
|header=Overview
|-
|content= Guilty Gear's resident baker armed with a pool cue; Venom is unique even within the world of Guilty Gear.
||{{#lsth:GGXRD-R2/Venom/Data|SystemData}}
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.
;Movement Options
:Double Jump, 1 Airdash, Dash Type: Run
;Play-style
:Pressure, Setplay, Versatile
|}
<div style="float:left; margin-right:25px;">
{{TOC limit|2}}
</div>


== Overview ==
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.
:Guilty Gear's resident baker armed with a pool cue; Venom is unique even within the world of Guilty Gear.
}}
The pool cue is not only for style but also is an integral part of his gameplay. Venom has one of the most unique designs in fighting games. He has the ability to place pool balls on screen in various formations and hit the balls with his normals, specials, and even other balls. Although this does give Venom the ability to zone his strongest feature is his ability to set up pressure and mixups. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defence due to his lack of reversals. When one capitalizes on his strengths, Venom is a strong and versatile character with great room for creative expression.
{{GGXRD-R2/Infobox| fastestAttack = [[#2K|2K]], [[#c.S|c.S]]  (5F)| reversal = [[#Dark Angel|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. In addition to his strong pressure, Venom has good tools for playing the neutral game. Venom works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. Venom without ball setups does lack high/low mixups outside of Tiger Knee Mad Struggle and 5D, both of which are reactable. As a result it is up to the player to make creative use of balls to create their own mixups. Venom lacks any form of defensive tool outside of the universal game mechanics, and as such suffers greatly when the enemy gets past his neutral tools.
{{ProsAndCons
<div class="center" style="width:auto; margin-left:auto; margin-right:auto;">
|intro='s kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.
=== Strengths and Weaknesses ===
|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 [[#Stinger_Aim|Stinger Aim]] are neutral tools with few rivals in terms of general meterless screen control.
|-style="text-align:left;"
* '''[[#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.
! Strengths !! Weaknesses
* '''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.
|- style="vertical-align:top;text-align:left"
* '''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.
| style="width: 50%;"|
* '''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.
* Pressure options are powerful, varied, and can beat universal mechanics.
* '''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.
* Good pokes, neutral game.
|cons=
* Diverse oki options.
* '''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.
6P is one of the best of its kind.
* '''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.
* Setplay and zoning are both viable options.
}}
* Above Average mixups.
Great meterless throw reward.
* Amazing chip damage.
* Ball setups allow for extreme versatility.
| style="width: 50%;"|
*  All grounded normals and many specials are -on block.
* Below average health.
*  No reversals.
Pokes have very low reward.
*  No throw invulnerable buttons.
*  Below average damage.
*  Learning multiple ball formations is mandatory.
*  Extended combos are weight dependent.
*  Poorly planned ball hits can break enemies out of one's own combos.
*  4f jump squat.
*  Below average backdash.
|-
|}
</div>
</div>


=== Unique Mechanics ===
===Unique Mechanics===
----
{{card|width=4
==== Ball Set ====
|header= Ball Set
:Venom has a special which places a ball on the screen and shifts other placed balls into one of many predefined formations.  
|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.
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===
==== Charged Balls ====
Venom's balls can be one of 4 levels: 0, 1, 2, and 3.
: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.
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===
==== Spin ====
<div style="float: right; margin-left:5px;">{{#ev:youtube|https://youtu.be/0vGaoFmuVxI|400}}</div>
:Venom's Carcass Raid and Stinger Aim specials as well as his Bishop Runout overdrive cause an effect known as "spin" when they make contact with an inactive ball.
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 and works as follows:
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 stringer ball is created.
*To backspin a Stinger press down at approximately the time that the stinger ball is created.
*To backspin a Carcass Raid press back instead.  
*To backspin a Carcass Raid press back instead.  
When no Back-Spin is not performed, the default spin, Top-Spin, will occur.
When no Back-Spin is not performed, the default spin, Top-Spin, will occur.  
{{#lst:GGXRD-R2/Venom/Data|Links}}
{{clear}}
}}


==Normal Moves==
==Normal Moves==
Click [Expand] below a move preview to see the move's hitboxes.  
{{FrameChartKey}}
======<font style="visibility:hidden" size="0">5P</font>======
 
{{MoveData
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
|name=5P
 
|image=ggxrd_venom_5p.png |caption=
===<big>{{clr|1|5P}}</big>===
<div class="mw-collapsible mw-collapsed"><br>
{{GGXRD-R2 Move Card
[[File:GGXRD-R2_Venom_5P-Hitbox.png|center|175px]]
|input=5P
That's quite big. Impressive.
|description=
</div>
{{#invoke:FrameChart|drawFrameData
|data=
|startup  = 6
{{AttackDataHeader-GGXRD-R2}}
|active  = 3
{{!}}-
|recovery = 9
{{#lsth:GGXRD-R2/Venom/Data|5P}}
}}
{{!}}-
One of Venom's primary ball hitting buttons. {{clr|1|5P}}'s ability to chain into itself is useful for baiting bursts and DAAs.
{{Description|6|text=Venom's primary ball hitting button. Its ability to chain into itself can be useful for burst/dead angle bait and combos/pressure.
*Hits balls horizontally at a very low speed.
* hits balls horizontally at a very low speed
* 85% prorate


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, cS, fS, 2S, 5H, 2H, 6H, 5D, 2D  
[[/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}}
}}
}}
}}


======<font style="visibility:hidden" size="0">5K</font>======
===<big>{{clr|2|5K}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5K
|input=5K
|image=ggxrd_venom_5k.png |caption=
|description=
<div class="mw-collapsible mw-collapsed"><br>
{{#invoke:FrameChart|drawFrameData
[[File:GGXRD-R2_Venom_5K-Hitbox.png|center|175px]]
|startup  = 7
</div>
|active  = 3
|data=
|recovery = 15
{{AttackDataHeader-GGXRD-R2}}
}}
{{!}}-
{{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}}.
{{#lsth:GGXRD-R2/Venom/Data|5K}}
*Has the least pushback of all of Venom's normals.
{{!}}-
*Hits balls horizontally with moderate speed.
{{Description|6|text=5K is Venom's primary low crush normal. The reward for landing it outside of cS range is fairly small.  


It is especially useful for hitting balls when one needs the balls to travel faster than 5P but slower than fS.
[[/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}}
* Hits balls with moderate speed.
}}
*90% prorate


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 6P, cS, fS, 2S, 2H, 5H, 6H, 5D, 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}}.


======<font style="visibility:hidden" size="0">c.S</font>======
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.
{{MoveData
|name=c.S
|image=ggxrd_venom_cs.png |caption=Don't Burst cS
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_cS-Hitbox.png|center|175px]]
Your best friend
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|c.S}}
{{!}}-
{{Description|6|text= The main basis of Venom's close combat.  


'''Important Attributes''':
*Builds large amounts of R.I.S.C with 3 level 4 hits.
* 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.  
* Tied for Venom's fastest button with 2K, and can be freely chained into and out of it.
*'''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.
* Jump cancelable during any one of the 3 hits making it a dangerous burst point for the opposing player.
* Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.  
* Excellent for option selecting with forward throws (6S+H).
* Sometimes useful as an anti-air, with good reward on counterhit.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 6P, fS, 2S, 5H, 5D, 2D
[[/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}}
}}


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


======<font style="visibility:hidden" size="0">f.S</font>======
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.
{{MoveData
 
|name=f.S
*Hits balls horizontally with high speed
|image=ggxrd_venom_fs.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_fS-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|f.S}}
{{!}}-
{{Description|6|text=Venom's far slash is excellent for controlling space. Though Venom reaches his hurtbox forward during use it is pretty fast and covers a great distance. At max range it can be used to cancel into a ball set in order to get balls on screen when normally one would not have time to do so. fS becomes especially useful when combined with a ball hit which improves the frame advantage.
* Hits balls with high speed


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 2S, 5H, 2H, 5D, 2D
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}}
}}
}}
}}


======<font style="visibility:hidden" size="0">5H</font>======
===<big>{{clr|4|5H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=5H
|input=5H
|image=ggxrd_venom_5h.png |caption=
|description=
<div class="mw-collapsible mw-collapsed"><br>
{{#invoke:FrameChart|drawFrameData
[[File:GGXRD-R2_Venom_5H-Hitbox.png|center|175px]]
|startup  = 10
</div>
|active  = 7
|data=
|recovery = 15
{{AttackDataHeader-GGXRD-R2}}
}}
{{!}}-
A specialized normal used for high blockstun, shooting balls during combos, an an occastional combo starter.
{{#lsth:GGXRD-R2/Venom/Data|5H}}
{{!}}-
{{Description|6|text=Almost useless on its own when not shooting a ball or mid combo. In the corner it pushes the user back far enough to be used in crouching confirms like sQV.


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


}}
*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.
}}


{{MoveData
===<big>{{clr|1|6P}}</big>===
|name=[http://www.dustloop.com/wiki/index.php/GGXRD/Controls#Dust_Attack 5D]
{{GGXRD-R2 Move Card
|image=ggxrd_venom_5d.png |caption=
|input=6P
<div class="mw-collapsible mw-collapsed"><br>
|description=
[[File:GGXRD-R2_Venom_5D-Hitbox.png|center|175px]]
{{#invoke:FrameChart|drawFrameData
The unique ball bouncer.
|startup  = 7
</div>
|active  = 7
|data=
|recovery = 16
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|5D}}
{{!}}-
{{Description|6|text=A standard 5D with a unique gimmick attached. When Venom's dust attack hits a ball the ball will travel until it either hits a target or touches the wall. If the ball launched by this attack touches the wall, it will bounce off the wall one time and travel in the opposite direction. This gimmick is rarely useful but can be used in specific setups.
* hit balls with very high speed.
* 80% prorate
}}
}}
}}
A {{clr|1|6P}} so good that it has become a meme. {{clr|1|6P}} is a reliable anti-air and occasional poke.


======<font style="visibility:hidden" size="0">2P</font>======
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.
{{MoveData
 
|name=2P
{{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.
|image=ggxrd_venom_2p.png |caption=
 
<div class="mw-collapsible mw-collapsed"><br>
*Sends balls upwards at an angle with moderate speed.
[[File:GGXRD-R2_Venom_2P-Hitbox.png|center|175px]]
*Inconsistent ability to hit crouching opponents.
</div>
 
|data=
[[/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}}
{{AttackDataHeader-GGXRD-R2}}
}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|2P}}
{{!}}-
{{Description|6|text=Notable mostly for its ability to hit low balls, and its ability to chain into itself.
* Hits balls low to the ground at low speed
*80% prorate


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 5P, 2P, 6P, 5K, 2K, cS, fS, 2S, 5H, 2H, 6H
===<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.


======<font style="visibility:hidden" size="0">2K</font>======
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.
{{MoveData
 
|name=2K
*Hits balls with the greatest speed of all his buttons.
|image=ggxrd_venom_2k.png |caption=
*{{clr|4|6H}} has a deadzone directly in front of Venom, and as such is not a very reliable way to hit approaching enemies.
<div class="mw-collapsible mw-collapsed"><br>
}}
[[File:GGXRD-R2_Venom_2K-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|2K}}
{{!}}-
{{Description|6|text=Venom's go-to low and fastest button. Most frequently used to open the enemy up before following up with cS, 2D, or tick-throw.
* Good speed, decent range, and fair recovery make it a decent low poke.
* Hits balls low to the ground  with low speed.
*70% proration


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 6P, cS, fS, 2S, 2H, 5D, 2D
===<big>{{clr|1|2P}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=2P
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 4
|recovery = 10
}}
}}
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.
*Hits balls low to the ground at low speed


======<font style="visibility:hidden" size="0">2S</font>======
[[/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}}
{{MoveData
}}
|name=2S
|image=ggxrd_venom_2s.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_2S-Hitbox.png|center|175px]]
The footsies button.
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|2S}}
{{!}}-
{{Description|6|text=One of Venom's best pokes. Despite its appearance 2S is not a low and cannot be used as a mixup.
* Good speed and great range. Can hit most characters at round start range.
* Hits balls low to the ground with high speed.
* Will not hit moves with extreme lot profiles such as Sol's Grand Viper, or moves with low invulnerability like Jam's 6H.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 5H, 2D, 5D, 2D
===<big>{{clr|2|2K}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=2K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 5
|active  = 3
|recovery = 9
}}
}}
Venom's go-to low and is tied for his fastest button with {{clr|3|c.S}}.


======<font style="visibility:hidden" size="0">2H</font>======
{{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.
{{MoveData
 
|name=2H
*Hits balls low to the ground with low speed.
|image=GGXRD-R2_Venom_2H.png |caption=
*{{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.
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_2H-1-Hitbox.png|center|175px]]
1st hit
[[File:GGXRD-R2_Venom_2H-2-Hitbox.png|center|175px]]
2nd hit
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|2H}}
{{!}}-
{{Description|6|text=The first of 2H's two level 3 hits is a low. These attributes makes 2H a solid filler move for blockstrings. The first hit will catch low profile moves such as Sol's Grand Viper, and the second hit can be a situational anti-air.


* First hit launches balls low to the ground with high speed.
[[/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}}
* Second hit launches balls upwards at a 45 degree angle with high speed.
}}


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: 5D, 2D
===<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.


======<font style="visibility:hidden" size="0">2D</font>======
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.
{{MoveData
 
|name=2D
*Hits balls low to the ground with high speed.
|image=ggxrd_venom_2d.png |caption=
*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}}).
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_2D-1-Hitbox.png|center|175px]]
Sol isn't the only one with a good sweep
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|2D}}
{{!}}-
{{Description|6|text=A reliable way to get a knockdown when one is unable to combo into 6H or QV.
* Generous low profile and upper body invulnerabilty
* Fast and 2 hits the second of which has additional range
* Good Range
* High reward in the corner with 2D(1) sCR
* Hits balls low to the ground with low speed.


'''Supplementary Frame Data''':
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|2D}}, {{clr|5|5D}}, {{clr|5|2D}}
*7-18 Above Knees Invincibility, 19-29 Low Profile
}}
}}
}}


======<font style="visibility:hidden" size="0">6P</font>======
===<big>{{clr|4|2H}}</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=6P
|input=2H
|image=ggxrd_venom_6p.png |caption=STOP!
|description=
<div class="mw-collapsible mw-collapsed"><br>
{{#invoke:FrameChart|drawFrameData
[[File:GGXRD-R2_Venom_6P-Hitbox.png|center|175px]]
|startup  = 10
Beats level 3 Mist Finer.
|active  = 8
</div>
|recovery = 20
|data=
}}
{{AttackDataHeader-GGXRD-R2}}
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.
{{!}}-
*First hit launches balls low to the ground with high speed.
{{#lsth:GGXRD-R2/Venom/Data|6P}}
*Second hit launches balls upwards at a 45 degree angle with high speed.
{{!}}-
{{Description|6|text=A 6P so good that it has become a meme. Under most situations 6P should be Venom's primary anti-air. Although 6P can gatling into many of his other buttons, it cannot combo into 6H on normal hit and must be jump canceled into an air combo. On counter hit 6P combos into 6H for a free knockdown. When combined with a ball hit 6P has enough hitstun to combo into 6H. 6P is also useful to counter-poke a large variety of moves such as I-No's Chemical Love, and Johnny's Level 3 Mist Finer with varying degrees of risk.  
* Generous upper body invicibility
* Sends balls upwards at an angle with moderate speed.
* Inconsistent ability to hit crouching opponents.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: cS, fS, 2S, 5H, 2H, 6H, 5D, 2D
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}}
}}


'''Supplemental Frame Data''':
===<big>{{clr|5|2D}}</big>===
*1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility
{{GGXRD-R2 Move Card
  }}
|input=2D
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 6
|active  = 2
|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.


======<font style="visibility:hidden" size="0">6H</font>======
{{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.
{{MoveData
 
|name=6H
*Fast and 2 hits - the second of which has additional range.
|image=ggxrd_venom_6h.png |caption=
*High reward in the corner with {{clr|5|2D}}(1) {{clr|3|s}}CR.
<div class="mw-collapsible mw-collapsed"><br>
*Hits balls low to the ground with low speed.
[[File:GGXRD-R2_Venom_6H-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|6H}}
{{!}}-
{{Description|6|text=6H is a move with many uses, and some drawbacks. 6H is very unsafe on block and needs to be special canceled to make it safer. 6H also does not cover directly next to Venom, and as such is not a very reliable way to hit approaching enemies.
* Can be used as a decent anti-air near fS range.
* Is one of Venom's essential combo enders.
* In the corner often combos into QV.
* Hits balls with the greatest speed of all his buttons.
* Has a very large hitbox allowing Venom to hit with it from very far away.
}}
}}
}}


======<font style="visibility:hidden" size="0">j.P</font>======
===<big>{{clr|1|j.P}}</big>===
{{GGXRD-R2 Move Card
|input=j.P
|description=
{{#invoke:FrameChart|drawFrameData
|startup  = 7
|active  = 6
|recovery = 9
}}
{{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.


{{MoveData
*Useful to hit balls slowly and horizontally through the air.  
|name=j.P
[[/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}}
|image=ggxrd_venom_jp.png |caption=
}}
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_jP-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|j.P}}
{{!}}-
{{Description|6|text=* A decent air-to-air, and a good button to option select air-throw with.  
* jP and jS chain back and forth with each other to extend air block strings.
* Useful to hit balls slowly and horizontally through the air.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: jP, jK, jS, jH, jD
===<big>{{clr|2|j.K}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=j.K
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 9
|active  = 12
|recovery = 12
}}
}}
{{clr|2|j.K}} is a very useful button for hitting balls due to its large number of active frames, and large hitbox.


======<font style="visibility:hidden" size="0">j.K</font>======
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.
{{MoveData
 
|name=j.K
*Has a small crossup hitbox.
|image=ggxrd_venom_jk.png |caption=
*Hits balls downward at moderate speed.
<div class="mw-collapsible mw-collapsed"><br>
 
[[File:GGXRD-R2_Venom_jK-Hitbox.png|center|175px]]
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}}
Ball hitter
}}
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|j.K}}
{{!}}-
{{Description|6|text=* Has a small crossup hitbox.
* Useful combo tool.
* Used to hit balls downward at moderate speed.
* Mediocre air-to-ground button.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: jP, jS, jD
===<big>{{clr|3|j.S}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=j.S
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 7
|active  = 5
|recovery = 21
}}
}}
{{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.
*Has a generous hitbox below Venom that can crossup.
*Jump cancelable.
*Hits balls downward diagonally at a high speed.


======<font style="visibility:hidden" size="0">j.S</font>======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}}
{{MoveData
}}
|name=j.S
|image=ggxrd_venom_js.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_jS-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|j.S}}
{{!}}-
{{Description|6|text=* Tied with jP for Venom's fastest air normal.
* jP and jS chain back and forth with each other to extend air block strings.
* Has a generous hitbox below Venom that can crossup.
* Jump cancelable on block.
* Used to hit balls downward at quickly.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: jP, jH, jD
===<big>{{clr|4|j.H}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=j.H
|description=
{{#invoke:FrameChart|drawFrameData
|startup = 10
|active  = 8
|recovery = 18
}}
}}
{{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.H</font>======
[[/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}}
{{MoveData
}}
|name=j.H
|image=ggxrd_venom_jhs.png |caption=
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_jH-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|j.H}}
{{!}}-
{{Description|6|text=This is Venom's most reliable air-to-ground button.
* Has a deep hitbox making it a good air-to-ground button.
* Useful in air blockstrings, and combos.
* Has significant untech time allowing the player to delay their next button, or simply let jH send the enemy down to the ground.
* Hits balls very quickly at a 45 degree angle.


[[GGXRD-R2/Venom/Frame_Data#Gatling_Table|Gatling Options]]: jD
===<big>{{clr|5|j.D}}</big>===
  }}
{{GGXRD-R2 Move Card
|input=j.D
|description=
{{#invoke:FrameChart|drawFrameData
|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.


======<font style="visibility:hidden" size="0">j.D</font>======
*Pops opponents up slightly into the air. Launches on counterhit.
{{MoveData
*Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.
|name=j.D
|image=ggxrd_venom_jd.png |caption=Calendar!
<div class="mw-collapsible mw-collapsed"><br>
[[File:GGXRD-R2_Venom_jD-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|j.D}}
{{!}}-
{{Description|6|text=Venom's jD covers more than 270 degrees around him, letting him hit opponents below, next to, above, and sometimes behind him him.
* Pops opponents a bit higher in the air making it a critical combo component. On counterhit it will hit an opponent high in the air, allowing followups depending on the height and distance from the corner.
* Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.
}}
}}
}}
<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=Pong
|description=
|data=
Turns the opponent into a giant cue ball that Venom can hit to confirm into a combo.
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
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.
{{#lsth:GGXRD-R2/Venom/Data|Ground Throw}}
{{!}}-
{{Description|6|text=Venom gets immense corner carry from throws. The throw itself does very little damage, but the followup combo and oki makes this one of the most rewarding throws both in terms of meterless damage and oki. While in a corner, Venom's throw combo options change.
}}
}}
}}


======<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.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|Air Throw}}
{{!}}-
{{Description|6|text=Although this cannot be combo'ed from when performed far above the ground it can lead to increasingly large combos the closer to the ground it is performed. Air throw is also very valuable as an anti-air under the right circumstances.


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


Close to the ground air throw has many combo routes, especially when performed near the corner.  
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=[[GGXRD-R2/Controls#Dead_Angle_Attack|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.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|DAA}}
{{!}}-
{{Description|6|text=A very necessary move for Venom. This move is one of your most reliable ways to escape pressure and reset to neutral. If DAA gets baited successfully then you wasted 50 meter.  
*1-15 Full, 16-35 Throw Invincible
}}
}}
}}


======<font style="visibility:hidden" size="0">Blitz Shield Charge Attack</font>======
===<big>Blitz Attack</big>===
{{MoveData
{{GGXRD-R2 Move Card
|name=[[GGXRD-R2/Controls#Blitz_Attack|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.
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=Uncharged }}
{{#lsth:GGXRD-R2/Venom/Data|Blitz Attack }}
{{!}}-
{{AttackVersion|name=Max Charge}}
{{#lsth:GGXRD-R2/Venom/Data|Blitz Attack Max Charge }}
{{!}}-
{{Description|7|text=Does one hit despite the appearance. Functions the same as most blitz attacks.
}}
}}
}}


==[[GGXRD-R2/Controls#Special_Attacks|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
===<big>Ball Set </big>===
|input=214P/K/S/H (Air OK)
{{InputBadge|{{clr|1|214P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Air OK)}}
|image=ggxrd_venom_ballset.png |caption=SET!
{{GGXRD-R2 Move Card
|data=
|input=214P/K/S/H
{{AttackDataHeader-GGXRD-R2}}
|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.  
{{#lsth:GGXRD-R2/Venom/Data|214P/K/S/H}}
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.
{{!}}-
{{Description|6|text=Venom's most iconic special. Places a ball on the screen and shifts other placed balls into one of many predefined formations. Can be cancelled into another ball summon (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). Knowing where and when to place these is absolutely essential.


Balls go into the shown formation when you summon a ball with the corresponding button.
Balls go into the formations shown in the [[#Ball Formations|Ball Formations]] section when you summon a ball with the corresponding button.


For example, doing K summon, then S summon would go into S formation with only the K and S balls available.
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.
*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=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|Ball Hit}}
{{!}}-
{{Description|6|text=Balls travel with a speed and direction related to the move used to hit them. Balls can hit other balls setting them in motion as well. This will also change the direction of the original ball. When a ball is hit with Stinger Aim or Carcass Raid, the ball shot will become inert and move back/forward (backspin and topspin) a short distance based on the angel it was hit from as well as gain a level of charge.  


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


======<font style="visibility:hidden" size="0">QV</font>======
===<big>Teleport</big>===
{{MoveData
{{InputBadge|{{clr|2|623K}}}}
|name=QV
{{GGXRD-R2 Move Card
|input=41236P/K/S/H
|input=623K
|image=ggxrd_venom_qv.png |caption=Eat Projectiles
|description=
<div class="mw-collapsible mw-collapsed"><br>
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.
[[File:GGXRD-R2_Venom_QV-Hitbox.png|center|175px]]
 
This is where the fun routes begin
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.
</div>
|data=
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|41236P/K/S/H}}
{{!}}-
{{Description|6|text=QV starts as a negative-edge special which negates projectiles passing through it, but does not interact with players. Upon releasing the button for QV, QV becomes an active hitbox of great size before settling as a ball of whatever level QV was charged to. After that the ball produced by QV behaves like a normal ball.  


QV gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage.  
*Auto-corrects Venom to face the opponent after teleporting.


'''QV's primary uses''':
* A combo ender which grants additional balls and damage.
* A combo tool to pop the enemy up higher off of the ground.
* A meaty Oki option which grants a ball.
}}
}}
}}


======<font style="visibility:hidden" size="0">Teleport</font>======
===<big>QV</big>===
{{MoveData
{{InputBadge|{{clr|1|41236P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} (Hold OK)}}
|name=Teleport
{{GGXRD-R2 Move Card
|input=623K
|input=41236P/K/S/H
|image=ggxrd_venom_teleport.png
|description=
|data=
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.  
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|623K}}
{{!}}-
{{Description|6|text=Teleports Venom to the ball he last set. Can be performed by holding down the attack button during a ball set.
 
* Very useful for mobility, positioning, and approaching.
* Allows the user to use Venom's aerial moves because it puts him in the air upon completion.
* Auto-corrects Venom to face the opponent after teleporting.
* Venom will be able to airdash after recovering, but not double jump without jump installing.


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.


'''Supplemental Frame Data''':
'''Example uses for QV''':
*Teleport completed frame 15
*A combo ender which grants additional balls and damage.
*7-10 Strike invulnerable, 11-14 Fully invulnerable.
*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.
}}
}}


======<font style="visibility:hidden" size="0">Stinger Aim</font>======
===<big>Stinger Aim</big>===
{{MoveData
{{InputBadge|{{clr|3|[4]6S}}/{{clr|4|H}}}}
|name=Stinger Aim
{{GGXRD-R2 Move Card
|input=[4]6S/H
|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
|image=ggxrd_venom_stingeraim.png
|description=
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=S (Level 0)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 0}}
{{!}}-
{{AttackVersion|name=S (Level 1)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 1}}
{{!}}-
{{AttackVersion|name=S (Level 2)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 2}}
{{!}}-
{{AttackVersion|name=S (Level 3)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 3}}
{{!}}-
{{AttackVersion|name=H (Level 0)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 0}}
{{!}}-
{{AttackVersion|name=H (Level 1)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 1}}
{{!}}-
{{AttackVersion|name=H (Level 2)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 2}}
{{!}}-
{{AttackVersion|name=H (Level 3)}}
{{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 3}}
{{!}}-
{{Description|7|text='''40 frame charge time'''
 
Stinger Aim is Venom's fastest way to put a projectile on screen without any balls already set. Roman Cancels, especially YRC allow this move to be much safer than it otherwise would be, and allows the user to confirm into combos from farther away.  
Stinger Aim is Venom's fastest way to put a projectile on screen without any balls already set. Roman Cancels, especially YRC allow this move to be much safer than it otherwise would be, and allows the user to confirm into combos from farther away.  


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


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


======<font style="visibility:hidden" size="0">Carcass Raid </font>======
===<big>Carcass Raid </big>===
{{MoveData
{{InputBadge|{{clr|3|[2]8S}}/{{clr|4|H}}}}
|name=Carcass Raid
{{GGXRD-R2 Move Card
|input=[2]8S/H
|input=[2]8S,[2]8H|versioned=input
|image=ggxrd_venom_carcassraid.png
|description=
|data=
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.
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=S }}
{{#lsth:GGXRD-R2/Venom/Data|[2]8S }}
{{!}}-
{{AttackVersion|name=H}}
{{#lsth:GGXRD-R2/Venom/Data|[2]8H }}
{{!}}-
{{Description|7|text='''40 frame charge time'''


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


'''Some situations where sCR can be useful''':
Example situations where {{clr|3|s}}CR can be useful:
* During oki with ball cover.
*During oki with ball cover.
* after 2K cS(2) as a pressure reset
*After {{clr|2|2K}} > {{clr|3|c.S}}(2) as a pressure reset.
* After a jump in using sMS
*After another {{clr|3|s}}CR.
* after another sCR
*In tandem with {{clr|P|P}} ball in the corner for oki.
* In tandem with Pball in the corner for oki.
*Midscreen throw combos.
* Midscreen throw combos
*After a poke like {{clr|3|2S}} or {{clr|5|2D}} or {{clr|2|2K}}.
* after a poke with 2S or 2D or 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.


H Carcass Raid is much more situational than S Carcass Raid. hCR's projectile disappears if Venom is hit while the projectile is active making it less safe than other options. hCR does have uses such as anti-airing enemies far above Venom, and hitting other balls. hCR is also able to give frame advantage when spaced properly.
{{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.
{{AttackDataHeader-GGXRD-R2|version=yes}}
*Hits balls directly upward, which then bounce off the ceiling and floor.
{{!}}-
*Moves venom slightly forward.
{{AttackVersion|name=S }}
----
{{#lsth:GGXRD-R2/Venom/Data|623S }}
'''{{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.
{{!}}-
*Hits balls directly upward, which then bounce off the ceiling and floor.
{{AttackVersion|name=H}}
*Moves Venom forward by nearly one screen's distance maximum.
{{#lsth:GGXRD-R2/Venom/Data|623H }}
}}
{{!}}-
{{Description|7|text=S Double Headed Morbid is rarely useful, but can come in handy in order to allow one to hit balls directly upwards.


H Double Headed Morbid is a situational means to convert a 2D into corner carry using Red Roman Cancel, and can be used to convert into a combo in the corner. Because DHM hits many times, it can be used as a poor man's guts crush in order to guarantee a kill.
===<big>Mad Struggle</big>===
* Hits balls directly upward.
{{InputBadge|{{clr|3|j.236S}}/{{clr|4|H}}}}
}}
{{GGXRD-R2 Move Card
}}
|input=j.236S,j.236H|versioned=input
|description=
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.  


======<font style="visibility:hidden" size="0">Mad Struggle</font>======
*Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit
{{MoveData
*Halts Venom's vertical momentum completely before descending
|name=Mad Struggle
*Halts airdash momentum but carries the horizontal momentum from a dash jump
|input=j.236S/H
----
|image=ggxrd_venom_madstruggle.png |caption=S gives valuable mixups, H gives a cool flip
;{{clr|S|S}} Mad Struggle
<div class="mw-collapsible mw-collapsed"><br>
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.  
[[File:GGXRD-R2_Venom_MS-Hitbox.png|center|175px]]
</div>
|data=
{{AttackDataHeader-GGXRD-R2|version=yes}}
{{!}}-
{{AttackVersion|name=S }}
{{#lsth:GGXRD-R2/Venom/Data|j.236S }}
{{!}}-
{{AttackVersion|name=H }}
{{#lsth:GGXRD-R2/Venom/Data|j.236H }}
{{!}}-
{{Description|7|text=Tiger Knee S Mad Struggle is Venom's most versatile overhead. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs. Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit. sMS can be thrown upon landing if the opponent Instant Blocks the last hit, or if the user is too high off the ground when the move finishes.


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


'''Supplemental Frame Data''':
The flip followup has a few invulnerability frames and can catch opponents who are unprepared which gives Venom the ability to score a knockdown.
* H Version: 1-7 Strike Invincible after landing.
}}
}}
}}


==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 ball is the formation which requires the least amount of commitment to use, and as such is the default ball for when you have not yet earned the space to use other setups. S+P balls is a strong oki tool. pQV can also be used with 5P to keep the enemy airborne for a substantial combo extension. P ball is especially strong in the corner because it can be hit with either 2S or sSA to generate charged balls on the opponent's wakeup. P formation is nor particularly strong for zoning.
</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 high in front of Venom. K ball is frequently used in oki setups. Some combos also use K ball and K ball can enable 6P > 6H to combo without a counter hit. P+K is also a solid formation for zoning.
</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=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.
</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=H 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 far in front of Venom. H ball on its own can be used during oki with jS to create a safejump, and can be used as a far teleport point. H+S Ball is a common 2 ball setup for zoning because, when hit with 5P, one ball travels horizontally at head height, and the other splits off and travels at a roughly 45 degree angle upward. H ball is also useful in throw setups when combined with sSA to create safe chip damage scenarios. Finally, hQV is useful to place a ball above and behind a blocking enemy which you can use to teleport crossup as a reset.
</gallery>
}}
</div>
<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}}


==[[GGXRD-R2/Controls#Overdrive_Attacks|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=Fair Character
|description=
<div class="mw-collapsible mw-collapsed"><br>
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.  
[[File:GGXRD-R2_Venom_DA-Hitbox.png|center|175px]]
 
Loses to low profiles and Azami
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}}.
</div>
 
|data=
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.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|2363214S}}
{{!}}-
{{Description|6|text=A giant ball masking a more modest hitbox that travels horizontally at increasingly high speed. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge. DA does not affect balls on the screen. It hits at most 34 times and deals chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an oki setup. It is important to note that the hitbox only extends down to roughly Venom's Knees and is therefore punishable by low profile moves such as Sol's Grand Viper.
'''Supplemental Frame Data''':
* Frame 7 Full Invulnerability, [8-15 Strike Invulnerable]
}}
}}
}}


======<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.236236H
|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.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
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.
{{#lsth:GGXRD-R2/Venom/Data|j.236236H}}
{{!}}-
{{Description|6|text=Shoots 8 balls diagonally towards the ground which can bounce off the ground one time. The only overdrive which Venom can use while airborne. This overdrive is almost never useful, but can be used in very specific circumstances to kill the enemy without returning to the ground.
*Shoots every 8 frames
}}
}}
}}


======<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=The most fun overdrive in the game
|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.  
{{AttackDataHeader-GGXRD-R2}}
 
{{!}}-
*Has a cooldown which starts after it hits an enemy before it can become active again.
{{#lsth:GGXRD-R2/Venom/Data|2363214H}}
*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.
{{Description|6|text=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.  
*Does more damage and gains increased duration the more balls are absorbed.
* has a cooldown which starts after it hits an enemy before it can become active again.
**Does the same damage as a regular ball with no balls absorbed, with 2 flat damage added for each absorbed ball.
* Will level up balls which make contact with it.
* Meter gain is significantly reduced while BRO is active.
}}
}}
}}


==[[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 |caption2= 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.
{{AttackDataHeader-GGXRD-R2}}
{{!}}-
{{#lsth:GGXRD-R2/Venom/Data|IK}}
{{!}}-
{{Description|6|text='''Note''': [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
* Uses the animation of his Stinger Aim without the ball.
* 9-45 Fully Invincible[5-38]
Can be combo'ed into off of throw and 5D when the opponent is in hellfire and you have sufficient meter. Can be used from the pong loop.
}}
}}
}}
<br clear=all/>
 
==Colors==
{{GGXRD-R2Colors|Size=120|Character=Venom}}


==Navigation==
==Navigation==
{{#lsth:GGXRD-R2/Venom/Data|Links}}
<center>{{Character Label|GGXRD-R2|Venom|size=42px}}</center>
{{notice|To edit frame data, edit values in [[GGXRD-R2/Venom/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}}
{{GGXRD-R2/CharacterLinks}}
{{Navbar-GGXRD-R2}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
[[Category: Guilty Gear Xrd REV 2]]
{{GGXRD-R2/Navigation}}
[[Category:Venom]]
[[Category:Guilty Gear|Venom]]

Latest revision as of 08:53, 14 April 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
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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
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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

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