(2 intermediate revisions by the same user not shown) | |||
Line 312: | Line 312: | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid | |version=Uncharged |damage=50 |tension= |risc= |prorate=Initial: 55% |level=1 |guard=Mid | ||
|cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery= | |cancel= |roman=R |startup=(15-48)+13 |active=3 |recovery=20 |frameAdv=-2 |inv= }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid | |version=Max Charge |damage=50 |tension= |risc= |prorate= |level=4 |guard=Mid | ||
|cancel= |roman=R |startup=50+13 |active=3 |recovery= | |cancel= |roman=R |startup=50+13 |active=3 |recovery=20 |frameAdv=-+5 |inv=? | ||
|description=*Does one hit despite the appearance. Functions the same as just about every other blitz attack. | |description=*Does one hit despite the appearance. Functions the same as just about every other blitz attack. | ||
}} | }} | ||
Line 391: | Line 391: | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=S |subtitle=Level (0/1/2/3) |damage=30 <br/> 22x2 <br/> 22x3 <br/> 22x6 |level= |guard=All | |version=S |subtitle=Level (0/1/2/3) |damage=30 <br/> 22x2 <br/> 22x3 <br/> 22x6 |level= |guard=All | ||
|cancel= |roman=YRP |startup=15~26 <br/>27~47 <br/>48~74 <br/>75~95 |active=- |recovery=Total 43~54 <br/>Total 55~75 <br/>Total 76~102 <br/>Total 77~103 |frameAdv=-2 <br/> | |cancel= |roman=YRP |startup=15~26 <br/>27~47 <br/>48~74 <br/>75~95 |active=- |recovery=Total 43~54 <br/>Total 55~75 <br/>Total 76~102 <br/>Total 77~103 |frameAdv=-2 <br/> +6 <br/> +15 <br/> +37 }} | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|version=H |subtitle=Level (0/1/2/3) |header=no | |version=H |subtitle=Level (0/1/2/3) |header=no | ||
|damage=30 <br/> 25x2 <br/> 25x3 <br/> 25x6 |level= |guard=All | |damage=30 <br/> 25x2 <br/> 25x3 <br/> 25x6 |level= |guard=All | ||
|cancel= |roman=YRP |startup=9~20 <br/>21~41 <br/>42~68 <br/>69~89 |active=- |recovery=Total 44~55 <br/>Total 56~76 <br/>Total 77~103 <br/>Total 104~124 |frameAdv=-9 <br/> - | |cancel= |roman=YRP |startup=9~20 <br/>21~41 <br/>42~68 <br/>69~89 |active=- |recovery=Total 44~55 <br/>Total 56~76 <br/>Total 77~103 <br/>Total 104~124 |frameAdv=-9 <br/> -1 <br/> +8 <br/> +30 | ||
|description=When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move after confirming your stray poke into Stinger Aim combo and followup into a full combo and knockdown. Charging it isn't as useful compared to past games with the reduced frame advantage unfortunately, but it still has some good uses, such as a basic okizeme tool, creating multi-hit projectiles for zoning wars needing extra hits, and leveling up balls via top and backspins. Charge time is 40 frames. | |description=When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move after confirming your stray poke into Stinger Aim combo and followup into a full combo and knockdown. Charging it isn't as useful compared to past games with the reduced frame advantage unfortunately, but it still has some good uses, such as a basic okizeme tool, creating multi-hit projectiles for zoning wars needing extra hits, and leveling up balls via top and backspins. Charge time is 40 frames. | ||
}} | }} | ||
Line 467: | Line 467: | ||
{{AttackData-GGXRD-R2 | {{AttackData-GGXRD-R2 | ||
|header=no | |header=no | ||
|version=H |damage=15x7, | |version=H |damage=15x7, 25x3 |level= |guard=High/Airx4 HLFx3 | ||
|cancel= |roman=YRP |startup=16 |active=Until Landing (5)2,6,2 |recovery=20 |frameAdv=-6 |inv= | |cancel= |roman=YRP |startup=16 |active=Until Landing (5)2,6,2 |recovery=20 |frameAdv=-6 |inv= | ||
|description=A strong move. Overhead and frame advtange when done right. The multiple hits will build a good amount of guard bar too, but scale damage when hitting. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo. It can also be used to bait anti-airs, due to Venom delaying his descent to the ground. Mad Struggle is not without weakness though, it can be vulnerable to being thrown if the last hit is instant blocked. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air. | |description=A strong move. Overhead and frame advtange when done right. The multiple hits will build a good amount of guard bar too, but scale damage when hitting. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo. It can also be used to bait anti-airs, due to Venom delaying his descent to the ground. Mad Struggle is not without weakness though, it can be vulnerable to being thrown if the last hit is instant blocked. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air. |
Revision as of 05:43, 19 August 2018
Venom |
---|
Defense Modifier: Guts Rating:
|
Overview
Looking at Venom, one can already see his unique weapon, a pool cue, and see how even in the world of Guilty Gear, he stands out. It's not just in aesthetics though, Venom's gameplay is one of the most unique in any fighting game! Venom has the ability to line up pool balls on the screen in various formations. He can then launch them in many different directions and speeds by hitting them with nearly any of his moves! Although this gives him zoning and neutral capabilities, his strongest aspect is actually his pressure game! Venom is an advanced character, you'll have to learn his unique neutral game as well as play strong defense, for he has no reversal (even with meter), but when you put his gameplan together, he is a versatile character who is immensely satisfying to play!
Strengths/Weaknesses
Strengths | Weaknesses |
---|---|
|
|
Normal Moves
5P
5P |
---|
5K
5K |
---|
c.S
c.S |
---|
f.S
f.S |
---|
5H
5H |
---|
5D |
---|
2P
2P |
---|
2K
2K |
---|
2S
2S |
---|
2H
2H |
---|
2D
2D |
---|
6P
6P |
---|
6H
6H |
---|
j.P
j.P |
---|
j.K
j.K |
---|
j.S
j.S |
---|
j.H
j.H |
---|
j.D
j.D |
---|
Universal Mechanics
Ground Throw
Ground Throw |
---|
Air Throw
Air Throw |
---|
Dead Angle Attack
Dead Angle Attack |
---|
Blitz Shield Charge Attack
Blitz Attack |
---|
Special Moves
Ball Set
Ball Set 214P/K/S/H (Air OK) |
---|
Ball Hit
Ball Hit |
---|
QV
QV 41236P/K/S/H |
---|
Teleport
Teleport 623K |
---|
Stinger Aim
Stinger Aim [4]6S/H |
---|
Carcass Raid
Carcass Raid [2]8S/H |
---|
Double Head Morbid
Double Head Morbid 623S/H |
---|
Mad Struggle
Mad Struggle j.236S/H |
---|
Ball Formations
5H
P Formation | P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. 2S will hit a P ball, making this formation's use in the corner strong. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom. |
---|
5H
K formation | K Formation puts a ball above Venom. You'll use it for K Ball oki on knockdowns (description now in the Beginner and Intermediate Guide to Venom linked later on this page, but it is similar to the one on the +R page). You'll also use it for some combos, especially ones planned in advance (with K ball out, 6P>6HS is a true combo). In addition, P>K is a very versatile formation for zoning. |
---|
5H
S formation | Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P or 6P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space. It has some corner okizeme uses as well. |
---|
5H
HS formation | Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's a great best ball for using the Stinger Aim spin properties. Because it places the ball further out, your teleport can get behind your opponent more frequently (and it can be pushed even further by a HS Stinger). And last but not least, S>HS immediate 5P is one of Venom's best 2 ball zoning formations. |
---|
Overdrives
Dark Angel
Dark Angel 2363214S |
---|
Red Hail
Red Hail j.236236HS |
---|
Bishop Runout
Bishop Runout 2363214H |
---|
Instant Kill
Giga Machina System in IK mode: 236236H |
---|