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{{Description|6|text=* Tied with jP for Venom's fastest air normal. | {{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. | * Has a generous hitbox below Venom that can crossup. | ||
* Jump cancelable on block. | * Jump cancelable on block. |
Revision as of 00:50, 20 March 2019
Venom |
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Overview
Armed with a pool cue, Venom is unique even within the world of Guilty Gear. The pool cue is not only for style but also is an integral part of his gameplay. Venom has one of the most unique designs in fighting games. He has the ability to place pool balls on screen in various formations and hit the balls with his normals, specials, and even other balls. Although this does give Venom the ability to zone his strongest feature is his ability to set up pressure and mixups. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defense due to his lack of reversals. When one capitalizes on his strengths, Venom is a strong and versatile character with great room for creative expression.
Strengths/Weaknesses
Strengths | Weaknesses |
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Normal Moves
5P
5K
5K |
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Useful for hitting balls when one needs the balls to travel faster than 5P but slower than fS. 5K Is also useful in QV combos and as a situational poke.
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c.S
c.S |
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The main basis of Venom's close combat. Important Attributes:
Note: the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate. |
f.S
f.S |
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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. |
5H
5H |
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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.
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5D |
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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.
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2P
2P |
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Not very useful as a poke. But it can be useful to hit balls slowly in places where 5P and 2K can't reach.
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2K
2K |
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An effective close range poke. 5 frames of startup and decent range. You'll generally go into c.S to confirm or start your pressure from this. Also Venom's best orthodox tick throw setup. Hits balls slowly that are next to the ground, but this is very rare in Xrd.
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2S
2S |
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Venom's 2S is shockingly fast for the space it covers. A great poke! Will hit at match start distance, and immediately establishes your spacing and control. If you do need more range, use f.S. Hits balls decently fast, and you can apply similar techniques with ball pressure as you can with f.S. Do note that low profile moves (Such as Grand Viper) will still go under this. |
2H
2H |
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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. |
2D
2D |
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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.
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6P
6P |
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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!
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6H
6H |
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This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump. Note that it has a dead zone near Venom. It knocks down in 99% of situations, so you can use it to confirm stray hits into knockdowns or finish combos. When the move hits opponents early and in the air, it can combo into QV. Hits balls fast at a variety of angles, but it usually has too much startup + recovery to be useful for that. |
j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Venom's jD covers more than 270 degrees around him, letting him hit opponents below, next to, above, and sometimes behind him him.
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Universal Mechanics
Ground Throw
Ground Throw |
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Venom gets immense corner carry from throws. The throw itself does very little damage, but the followup combo and oki makes this one of the most rewarding throws both in terms of meterless damage and oki. While in a corner, Venom's throw combo options change. |
Air Throw
Air Throw |
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Although this cannot be combo'ed from when performed far above the ground it can lead to increasingly large combos the closer to the ground it is performed. Air throw is also very valuable as an anti-air under the right circumstances. At normal jump height air throw can be hit with the 3rd hit of cS leading into a simple air combo into knockdown. Close to the ground air throw has many combo routes, especially when performed near the corner. |
Dead Angle Attack
Dead Angle Attack |
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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.
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Ball Set
Ball Set 214P/K/S/H (Air OK) |
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Venom's most iconic special. Places a ball on the screen and shifts other placed balls into one of many predefined formations. Can be cancelled into another ball summon (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). Knowing where and when to place these is absolutely essential. Balls go into the shown formation when you summon a ball with the corresponding button. For example, doing K summon, then S summon would go into S formation with only the K and S balls available. YRCing ball set can be a very powerful tool, whether its to give you time to setup more balls or use the ones you have to maximize your space control during the YRC slowdown! |
Ball Hit
Ball Hit |
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Balls travel with a speed and direction related to the move used to hit them. Balls can hit other balls setting them in motion as well. This will also change the direction of the original ball. When a ball is hit with Stinger Aim or Carcass Raid, the ball shot will become inert and move back/forward (backspin and topspin) a short distance based on the angel it was hit from as well as gain a level of charge. Topspin occurs by default. To backspin a Stinger press down at approximately the time that the stringer ball is created. To backspin a Carcass Raid press back instead. This timing is fairly generous, but does take practice to learn. Balls which have been leveled up by a collision with Singer Aim or Carcass Raid are not moved by Ball Set or QV, and will not move unless hit with another move or ball. |
QV
QV 41236P/K/S/H |
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QV starts as a negative-edge special which negates projectiles passing through it, but does not interact with players. Upon releasing the button for QV, QV becomes an active hitbox of great size before settling as a ball of whatever level QV was charged to. After that the ball produced by QV behaves like a normal ball. QV gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage. QV's primary uses:
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Teleport
Teleport 623K |
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Teleports Venom to the ball he last set. Can be performed by holding down the attack button during a ball set.
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Stinger Aim
Stinger Aim [4]6S/H |
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Carcass Raid
Carcass Raid [2]8S/H |
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Double Head Morbid
Double Head Morbid 623S/H |
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Mad Struggle
Mad Struggle j.236S/H |
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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. |
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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. |
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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. |
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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. |
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Overdrives
Dark Angel
Dark Angel 2363214S |
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A giant black multi-hitting ball that does significant chip damage. Able to force the opponent to block mixups, carry to the corner, and raise the RISC gauge. 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.
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Red Hail
Red Hail j.236236HS |
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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.
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Bishop Runout
Bishop Runout 2363214H |
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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.
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Instant Kill
Giga Machina System in IK mode: 236236H |
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move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.