m (→Stinger Aim) |
m (→Dark Angel) |
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{{MoveData | {{MoveData | ||
|name=Stinger Aim | |name=Stinger Aim | ||
|input= | |input={{clr|3|[4]6S}} or {{clr|4|[4]6H}} | ||
|image=ggxrd_venom_stingeraim.png | |image=ggxrd_venom_stingeraim.png | ||
|data= | |data= | ||
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{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 0)}} | {{AttackVersion|name=S (Level 0)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 0}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 1)}} | {{AttackVersion|name=S (Level 1)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 2)}} | {{AttackVersion|name=S (Level 2)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 3)}} | {{AttackVersion|name=S (Level 3)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6S Level 3}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 0)}} | {{AttackVersion|name=H (Level 0)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 0}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 1)}} | {{AttackVersion|name=H (Level 1)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 2)}} | {{AttackVersion|name=H (Level 2)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 3)}} | {{AttackVersion|name=H (Level 3)}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[4]6H Level 3}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text='''40 frame charge time''' | {{Description|7|text='''40 frame charge time''' | ||
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{{MoveData | {{MoveData | ||
|name=Carcass Raid | |name=Carcass Raid | ||
|input= | |input={{clr|3|[2]8S}} or {{clr|4|[2]8H}} | ||
|image=ggxrd_venom_carcassraid.png | |image=ggxrd_venom_carcassraid.png | ||
|data= | |data= | ||
Line 669: | Line 669: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S }} | {{AttackVersion|name=S }} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[2]8S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text='''40 frame charge time''' | {{Description|7|text='''40 frame charge time''' | ||
Line 685: | Line 685: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth: | {{#lsth:GGXRD-R2/Venom/Data|[2]8H }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text='''40 frame charge time''' | {{Description|7|text='''40 frame charge time''' | ||
Line 694: | Line 694: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Double Head Morbid</font>====== | ======<font style="visibility:hidden" size="0">Double Head Morbid</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Double Head Morbid | |name=Double Head Morbid | ||
|input= | |input={{clr|3|623S}} or {{clr|4|623H}} | ||
|image=ggxrd_venom_doubleheadmorbid.png |caption= | |image=ggxrd_venom_doubleheadmorbid.png |caption= | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 705: | Line 706: | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S }} | {{AttackVersion|name=S}} | ||
{{#lsth:{{PAGENAME}}/Data|623S }} | {{#lsth:{{PAGENAME}}/Data|623S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 714: | Line 715: | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{#lsth:{{PAGENAME}}/Data|623H }} | {{#lsth:{{PAGENAME}}/Data|623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 722: | Line 723: | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Mad Struggle</font>====== | ======<font style="visibility:hidden" size="0">Mad Struggle</font>====== | ||
{{MoveData | {{MoveData | ||
|name=Mad Struggle | |name=Mad Struggle | ||
|input= | |input={{clr|3|j.236S}} or {{clr|4|j.236H}} | ||
|image=ggxrd_venom_madstruggle.png |caption=S gives valuable mixups, H gives a cool flip | |image=ggxrd_venom_madstruggle.png |caption=S gives valuable mixups, H gives a cool flip | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 734: | Line 736: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S }} | {{AttackVersion|name=S }} | ||
{{#lsth:{{PAGENAME}}/Data|j.236S }} | {{#lsth:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 740: | Line 742: | ||
}} | }} | ||
{{AttackVersion|name=H }} | {{AttackVersion|name=H }} | ||
{{#lsth:{{PAGENAME}}/Data|j.236H }} | {{#lsth:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 784: | Line 786: | ||
{{MoveData | {{MoveData | ||
|name=Dark Angel | |name=Dark Angel | ||
|input={{clr|3|2363214S}} | |input={{clr|3|2363214S}}<br>({{clr|5|2363214D}}) | ||
|image=ggxrd_venom_darkangel.png |caption=Fair Character | |image=ggxrd_venom_darkangel.png |caption=Fair Character | ||
<div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | <div class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
Line 835: | Line 837: | ||
}} | }} | ||
}} | }} | ||
==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]== | ==[[GGXRD-R2/Offense#Instant Kill|Instant Kill]]== | ||
{{MoveData | {{MoveData |
Revision as of 23:53, 20 December 2019
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. 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.
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 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.
"I never miss a called shot." | |
Lore: | After being dealt a harsh defeat at the hands of Bedman, Venom re-examines the path of the Guild. He says he's sort of glad they were defeated, as it let him realize what it meant to "protect the organization". He battles both Millia and Slayer in order to prove the strength of his resolve, and soon he reveals his ultimate plan: Exposing the Guild's deeds to the public and show their role in the world's affairs. Venom feared for those who dedicated their lives to the Guild and didn't want their accomplishments to be lost to history. He's fully aware of the implications, and when Slayer offers his assistance to bring about this plan, Venom readily accepts. |
Voice: | Jun'ichi Suwabe |
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:
When no Back-Spin is not performed, the default spin, Top-Spin, will occur. |
{{#evt: service=youtube |
id=https://youtu.be/0vGaoFmuVxI | dimensions=384x216 | description=Spin Demonstration Video | container=frame
}} |
Venom Venom's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.
- Pressure options are powerful, varied, and can beat universal mechanics.
- Good pokes, neutral game.
- Diverse oki options.
- 6P is one of the best of its kind.
- Setplay and zoning are both viable options.
- Above Average mixups.
- Great meterless throw reward.
- Amazing chip damage.
- Ball setups allow for extreme versatility.
- All grounded normals and some specials are -on block.
- No reversals.
- Pokes have very low reward.
- No throw invulnerable buttons.
- Stray ball hits can break the enemy out of one's own combos.
- 4f jump startup.
Normal Moves
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
5P
5P |
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One of Venom's primary ball hitting buttons. 5P's ability to chain into itself is useful for baiting bursts and DAAs.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D |
5K
5K |
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5K is Venom's primary low crush normal. The reward for landing it outside of c.S range is small. 5K is especially useful for hitting balls when one needs the balls to travel faster than 5P but slower than f.S.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 6H, 5D, 2D |
c.S
c.S |
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c.S is the main basis of Venom's close combat.
Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D 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 f.S 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. f.S becomes especially useful when combined with a ball hit which improves the frame advantage.
Gatling Options: 2S, 5H, 2H, 5D, 2D |
5H
5D
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.
|
2P
2P |
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Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D |
2K
2K |
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2K is 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.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D Note: 2K's hitbox is low enough 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 BRO or something else in order to be used as a ball launcher. |
2S
2S |
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2S is one of Venom's best pokes. Despite its appearance 2S is not a low and cannot be used as a mixup.
Gatling Options: 5H, 2D, 5D, 2D |
2H
2H |
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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.
Gatling Options: 5D, 2D |
2D
2D |
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2D is a reliable way to get 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 one has charge 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 CH, however, the recovery is CH state and is therefore dangerous to whiff.
Supplementary Frame Data:
|
6P
6P |
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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 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 °s of risk.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D Supplemental Frame Data:
|
6H
6H |
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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.
|
Air Normals
j.P
j.P |
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j.P is a decent air-to-air, and a good button to option select air-throw with.
Gatling Options: j.P, j.K, j.S, j.H, j.D |
j.K
j.K |
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j.K is a very useful button for hitting balls due to its large number of active frames, and large hitbox. The hurtbox is much larger than the hitbox, and as such is not a strong air-to-ground button without balls to cover for it. The large number of active frames allows the Venom player to use j.K early in a jump, recover, and use another air normal afterwards.
Gatling Options: j.P, j.S, j.D |
j.S
j.S |
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j.S is Tied with j.P for Venom's fastest air normal and is also jump cancelable. Due to this, j.S is useful in a number of situations such as in air-block-strings, air combos, and hitting balls.
Gatling Options: j.P, j.H, j.D |
j.H
j.H |
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j.H is a potent air-to-ground button due to the deep hitbox relative to Venom's hurtbox. j.H has significant untech time allowing the player to delay their next button, or simply let j.H send the enemy down to the ground.
Gatling Options: j.D |
j.D
j.D |
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Venom's j.D covers 160 °s around him reaching past both of his knees, and far above his head. j.D has some use during oki after j.H knockdown, and in uncrouchable setups. j.D is a very useful combo tool because it keeps the enemies airborn with its long untech time.
|
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 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. |
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. Supplemental Frame Data:
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
Ball Set
Ball Set 214P/K/S/H (Air OK) |
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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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Teleport
Teleport 623K |
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Teleport relocates Venom to the ball he last set. Teleport can be performed by holding down the attack button during a ball set.
Supplemental Frame Data:
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Stinger Aim
Stinger Aim [4]6S or [4]6H |
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Carcass Raid
Carcass Raid [2]8S or [2]8H |
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Double Head Morbid
Double Head Morbid 623S or 623H |
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Mad Struggle
Mad Struggle j.236S or j.236H |
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Ball Formations
P Formation
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 nor particularly strong for zoning. |
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K Formation
K formation | 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. |
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S Formation
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. |
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H Formation
H formation | 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. |
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Overdrives
Values displayed in [brackets] correspond to when the Burst version is used.
Dark Angel
Dark Angel 2363214S (2363214D) |
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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. 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:
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Red Hail
Red Hail j.236236H |
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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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Bishop Runout 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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Roadmap
move
and the move Full
sections. One is shown on the character page, while the other is shown on the frame data page.