GGXRD-R2/Venom: Difference between revisions

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===Weaknesses===
===Weaknesses===
Low Health
Below average health
No reversal or pressure escape options except Dead Angle
Only reversal or pressure escape option is slow, uses burst, and takes 50 tension.
*  Pokes rarely convert into high damage or knockdown  
*  Pokes rarely convert into high damage or knockdown  
*  Neutral game requires time and space in order to set up pool balls
*  Neutral game requires time and space in order to set up pool balls
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  |inv=0
  |inv=0
  |description=
  |description=
Not a very useful poke on it's own. It's ability to chain into itself can be useful for burst/dead angle bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!
Not a very useful poke on it's own. Its ability to chain into itself can be useful for burst/dead angle bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!
*85% prorate
*85% prorate
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  |inv=
  |inv=
  |description=
  |description=
The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air (1.1 adds a buff to anti-air hitbox of this move). Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use in certain pressure and abare situations. An <b>IMPORTANT</b> note is that the last hit now whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though.
The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Tied for Venom's fastest button  with 2K, and you can freely chain into and out of it. Sometimes useful as an anti-air, with good reward on counterhit. Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use in certain pressure and abare situations. An <b>IMPORTANT</b> note is that the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though.
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Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there!
Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there!


Useless at normal when not shooting a ball, this move is used in specific combos, as like c.S it combos into QV against a crouching opponent. In the corner it pushes you back far enough for the vs crouching SQV combo to work, that is c.S[2]5H 41236S 6P 96 (ball hits) j.SHD 6H
Almost useless on its own when not shooting a ball, this move is used in specific combos, as like c.S it combos into QV against a crouching opponent. In the corner it pushes you back far enough for the vs crouching SQV combo to work, that is c.S[2]5H 41236S 6P 96 (ball hits) j.SHD 6H


It's also Venom's strongest starter when the opponent is recovering crouching, like after Sol's Volcanic Viper. A lot of damage but requires point blank range to work- 5H 41236S 6P 96 (ball hits) j.SHD 6H
It's also Venom's strongest starter when the opponent is recovering crouching, like after Sol's Volcanic Viper. A lot of damage but requires point blank range to work- 5H 41236S 6P 96 (ball hits) j.SHD 6H
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  |inv=
  |inv=
  |description=
  |description=
Venom's dust is pretty standard on its own, and Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. If Venom hits an opponent and a ball with dust, he can use the bounce property to get a combo with the side followup! Also the ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.
Venom's dust is pretty standard on its own, but Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. The ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.
*80% prorate
*80% prorate
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======<font style="visibility:hidden" size="0">2P</font>======
======<font style="visibility:hidden" size="0">2P</font>======
{{MoveData
{{MoveData
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  |cancel=S
  |cancel=S
  |roman=YRP
  |roman=YRP
  |startup=7
  |startup=10
  |active=6,3
  |active=?,?
  |recovery=21
  |recovery=?
  |frameAdv=-7
  |frameAdv=-?
  |inv=
  |inv=
  |description=
  |description=
This move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). It's also a situational anti-air. Hits balls upwards and fast.
THIS MOVE IS COMPLETELY DIFFERENT IN REV2 (picture to be updated). Like the old 2HS, this move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). The 1st hit is a low and is low enough to the ground to hit any low profile move (such as Sol's Grand Viper), the 2nd hit is a situational anti-air. 1st hit will hit a ball towards the ground, the 2nd shoots upward.
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  |inv=
  |inv=
  |description=
  |description=
Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various moves as well, although this isn't as strong in Xrd. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on crouching midscreen opponents. Hits balls low to the ground a moderate speed.
Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various moves as well, although this isn't as strong in Xrd. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on situations where you can't land a c.S(3) or QV combo. Hits balls low to the ground a moderate speed.
*7-18 Above Knees Invincibility, 19-29 Low Profile
*7-18 Above Knees Invincibility, 19-29 Low Profile
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  |inv=
  |inv=
  |description=
  |description=
A solid anti-air that's not without some small weaknesses. Still, it's your primary anti-air regardless. Now gatlings into 6HS, although this only combos on counterhit or hitting them with a ball from 6P. Sends balls upward at a moderate speed. As of version 1.03 6p is now jump cancellable, opening up more consistent knockdowns on regular hit and devastating combos on air counterhit!
A solid anti-air that's not without some small weaknesses. Still, it's your primary anti-air regardless. Gatlings into a variety of moves, notably 6HS, although this only combos on counterhit or hitting them with a ball from 6P. It can even have purpose as a ground poke in certain match-ups against characters who can't duck it! Sends balls upward at a moderate speed. As of version 1.03 6p is now jump cancellable, opening up more consistent knockdowns on regular hit and devastating combos on air counterhit!
*1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility
*1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility
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  |inv=
  |inv=
  |description=
  |description=
Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Venom's only air normal he can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K.  
Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Also notable for being an air normal Venom can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K.  
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======<font style="visibility:hidden" size="0">j.H</font>======
======<font style="visibility:hidden" size="0">j.H</font>======
{{MoveData
{{MoveData
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  |inv=
  |inv=
  |description=
  |description=
Venom's new j.D covers more than 270 degrees around him, letting him hit opponents below, next to, above, and even behind him him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control!
Venom's new j.D covers more than 270 degrees around him, letting him hit opponents below, next to, above, and even behind him him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. On counterhit, it will hit an opponent high in the air, allowing followups depending on the height and distance to the corner. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control!
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  |inv=
  |inv=
  |description=
  |description=
Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a strong option against people air teching early. Can also be used as an anti-air in certain situations.
Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown, usually with a unique charge ball setup. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a strong option against people air teching early. Can also be used as an anti-air in certain situations.
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  |inv=
  |inv=
  |description=
  |description=
The move you hit a ball with changes its speed and direction. Balls can hit other balls and get them in motion as well. This will also change the direction of the original ball as well. When you hit a ball with Stinger Aim or Carcass Raid, the ball shot will no longer be a "hit ball" and move back/push forward (S/HS respectively) a bit in the direction it was traveling, as well as gain a level of charge in 1.1. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally.
The move you hit a ball with changes its speed and direction. Balls can hit other balls and get them in motion as well. This will also change the direction of the original ball as well. When you hit a ball with Stinger Aim or Carcass Raid, the ball shot will no longer be a "hit ball" and move back/push forward (backspin and topsin) a bit in the direction it was traveling, as well as gain a level of charge. Topspin occurs by default, to backspin a Stinger, press a downward direction right after releasing a ball, press a backwards direction to backspin a Carcass Raid. This is a little tricky at first. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally.
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  |frameAdv=-4, -1, +1, +5
  |frameAdv=-4, -1, +1, +5
  |description=
  |description=
A new move for Venom in Xrd. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. QV also gains an attack level in version 1.1 for each level of charge, increasing it's block stun and thus, frame advantage (numbers coming later). Its primary uses are to end combos with knockdown and balls while squeezing a little extra damage in, or as a combo tool. It can also be used as a meaty oki tool. Charge it up and meaty it so you're plus on block and have an extra ball out, possibly one that deals multiple hits.
Attack while summoning a ball. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. QV also gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage. Its primary uses are to end combos with knockdown and balls while squeezing a little extra damage in, or as a combo tool. It can also be used as a meaty oki tool. Charge it up and meaty it so you're plus on block and have an extra ball out, possibly one that deals multiple hits.
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  |frameAdv=-9 <br/> -9 <br/> -2 <br/> +19
  |frameAdv=-9 <br/> -9 <br/> -2 <br/> +19
  |description=
  |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 and creating multi-hit projectiles for zoning wars of extra hits.
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.
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|caption=
|caption=
|textonly=yes
|textonly=yes
|data=P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. In 1.1 now, 2S will now hit the P ball, strengthening this formation's use in the corner especially. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom.
|data=P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. 2S will hit a P ball, making this formation's use in the corner strong. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom.
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|caption=
|caption=
|textonly=yes
|textonly=yes
|data=Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's Venom's best ball for using the new Stinger Aim 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.
|data=Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's a great best ball for using the Stinger Aim spin properties. Because it places the ball further out, your teleport can get behind your opponent more frequently (and it can be pushed even further by a HS Stinger). And last but not least, S>HS immediate 5P is one of Venom's best 2 ball zoning formations.
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  |inv=
  |inv=
  |description=
  |description=
A giant black multi-hitting ball that does large chip damage, can be used to force the opponent to block mixups, carry to the corner, and raises the RISC gauge. Does not affect balls on the screen. Not as useful as game's past. Recovery is longer, and does not drain as much tension as it used to for their FDing. However, 1.1 adds 6 extra hits to Dark Angel (34 hits). At this point, the primary use of the move is to force a corner carry on block after scoring a knockdown. This will allow you to essentially turn your small knockdowns into corner situations plus some chip for 50 meter with no meter gain penalty.
A giant black multi-hitting ball that does large chip damage, can be used to force the opponent to block mixups, carry to the corner, and raises the RISC gauge. Does not affect balls on the screen. Not as useful as game's past. Recovery is longer, and does not drain as much tension as it used to for their FDing. It does 34 hits compared to past games where it did 28. At this point, the primary use of the move is to force a corner carry on block after scoring a knockdown. This will allow you to essentially turn your small knockdowns into corner situations plus some chip for 50 meter with no meter gain penalty.
*7 Full,8-15 Strike Invincible
*7 Full,8-15 Strike Invincible
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  |inv=
  |inv=
  |description=
  |description=
Woah, this move got changed for 1.1! Absorbs all of Venom's lined up balls to become bigger, and last longer. Will bounce around the screen but after getting hit, and interacts as if it's a ball, but it will turn black and need some cooldown before it can be hit again. However in 1.1, the cooldown time is MUCH shorter, and as a result, BRO is a MUCH better pressure tool, and can still be effective space control in neutral. In addition, unlike 1.0, you can gain meter during the duration, although at a significantly reduced rate. Also handy is that part of BRO counting as a ball is that it will still level up Stinger and Carcass balls hit into it.
Absorbs all of Venom's lined up balls to become bigger, and last longer. Will bounce around the screen but after getting hit, and interacts as if it's a ball, but it will turn black and need some cooldown before it can be hit again. A very strong corner pressure and space control tool. You can gain meter during the duration, although at a significantly reduced rate. Also handy is that part of BRO counting as a ball is that it will still level up Stinger and Carcass balls hit into it, while re-appearing. A very versatile move, mastering it requires both pre-arranged setups and improvisational skills.
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Revision as of 02:18, 23 May 2017

Venom
GGXRD-R Venom Portrait.png
Defense Modifier: x1.03

Guts Rating: 1
Weight: Medium
Stun Resistance: 60
Prejump:
Backdash Time 13F / Invul: 1-7F
Wakeup (Face Up/Down): /

Movement Options
Double Jump, 1 Airdash, Dash Type: Run
  

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

  • Great pressure
  • Good pokes, neutral game, and okizeme
  • Rushdown and zoning are both viable options
  • Workable mixup
  • Ball setups allow for extreme versatility

Weaknesses

  • Below average health
  • Only reversal or pressure escape option is slow, uses burst, and takes 50 tension.
  • Pokes rarely convert into high damage or knockdown
  • Neutral game requires time and space in order to set up pool balls


Ambox warning.png This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)

Normal Moves

5P
5P
Ggxrd venom 5p.png
6 Mid 6 3 9 - -
5K
5K
Ggxrd venom 5k.png
12 Mid 7 3 15 - -
c.S
c.S
Ggxrd venom cs.png
16x3 Mid 5 2,2,7 20 - -
f.S
f.S
Ggxrd venom fs.png
24 Mid 9 2 18 - -
5H
5H
Ggxrd venom 5h.png
42 Mid 10 7 15 - -
5D
Ggxrd venom 5d.png
25 High 25 3(2)3 15 - -
2P
2P
Ggxrd venom 2p.png
6 Mid 7 4 10 - -
2K
2K
Ggxrd venom 2k.png
8 Low 5 3 9 - -
2S
2S
Ggxrd venom 2s.png
22 Mid 6 2 19 - -
2H
2H
Ggxrd venom 2h.png
20x2 Mid 10 ?,? ? - -
2D
2D
Ggxrd venom 2d.png
20x2 Low 6 1(15)8 14 - -
6P
6P
Ggxrd venom 6p.png
28 Mid 7 7 16 - -
6H
6H
Ggxrd venom 6h.png
52 Mid 15 8 21 - -
j.P
j.P
Ggxrd venom jp.png
10 High/Air 7 6 - - -
j.K
j.K
Ggxrd venom jk.png
12 High/Air 9 12 12 - -
j.S
j.S
Ggxrd venom js.png
24 High/Air 7 5 21 - -
j.H
j.H
Ggxrd venom jhs.png
36 High/Air 10 8 18 - -
j.D
j.D
Ggxrd venom jd.png
40 High/Air 12 6 22+5 landing recovery - -


Universal Mechanics

Ground Throw
Ground Throw
Ggxrd venom groundthrow.png
0,6x7 Ground Throw: 75250 - - - - -
Air Throw
Air Throw
Ggxrd venom airthrow.png
0,6x7 Air Throw: 192500 - - - - -
Dead Angle Attack
Dead Angle Attack
Ggxrd venom 5k.png
20 Mid 13 3 24 - -
Blitz Shield Charge Attack
Blitz Attack
GGXRD-R Venom BlitzAttack.png
50 Mid (15-48)+13 3 Hit: 11
Whiff: 20
- - 50 Mid 50+13 3 Hit: 11
Whiff: 20
- -


Special Moves

Ball Set
Ball Set
214P/K/S/H (Air OK)
Ggxrd venom ballset.png
SET!
- - 26 (35) - -
Ball Hit
Ball Hit
Ggxrd venom ballhit.png
26~50 All 1 - - - -
QV
QV
41236P/K/S/H
Ggxrd venom qv.png
25 Mid 20~83 8 Total 38~101 - -
Teleport
Teleport
623K
Ggxrd venom teleport.png
- - - - Total 20 - -
Stinger Aim
Stinger Aim
[4]6S/H
Ggxrd venom stingeraim.png
30
22x2
22x3
22x6
All 15~26
27~47
48~74
75~95
- Total 43~54
Total 55~75
Total 76~102
Total 77~103
- - 30
25x2
25x3
25x6
All 9~20
21~41
42~68
69~89
- Total 44~55
Total 56~76
Total 77~103
Total 104~124
- -
Carcass Raid
Carcass Raid
[2]8S/H
Ggxrd venom carcassraid.png
36 All 16 - Total 32 - - 50 All 13 - Total 48 - -
Double Head Morbid
Double Head Morbid
623S/H
Ggxrd venom doubleheadmorbid.png
15x4 Mid 9 4x4 18 - - 18x4 Mid 15~34 24 18 - -
Mad Struggle
Mad Struggle
j.236S/H
Ggxrd venom madstruggle.png
12x4 High/Air 18 Until landing 6 After Landing - - 15x7, 25 High/Airx4 HLFx3 16 Until Landing (5)2,6,2 20 - -


Ball Formations

5H
P Formation
Ggxrd venom pformation.png
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
Ggxrd venom kformation.png
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
Ggxrd venom sformation.png
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
Ggxrd venom hformation.png
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
Ggxrd venom darkangel.png
10x34 All 7+18 - Total 43 - -
Red Hail
Red Hail
j.236236HS
Ggxrd venom redhail.png
30x8 All 10+0 - Total 91 + 9 after landing - -
Bishop Runout
Bishop Runout
2363214H
Ggxrd venom bishoprunout.png
- All - - Total 13 (Super Freeze 10) - -


Instant Kill

Giga Machina System
in IK mode: 236236H
Ggxrd venom gigamachinasystem.png
Ggxrd venom gigamachinasystem2.png
DESTROY All 9+17[5+14] 4 33 - -



Template:Navbar-GGXRD-R2