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==Normal Moves== | ==Normal Moves== | ||
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move. | Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move. | ||
======< | ======<span style="visibility:hidden;font-size:0">5P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|5P}} | |name={{clr|1|5P}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5K</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|5K}} | |name={{clr|2|5K}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">c.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|c.S}} | |name={{clr|3|c.S}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">f.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|f.S}} | |name={{clr|3|f.S}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|5H}} | |name={{clr|4|5H}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5D</span>====== | |||
{{MoveData | {{MoveData | ||
|name=[http://www.dustloop.com/wiki/index.php/GGXRD/Controls#Dust_Attack {{clr|5|5D}}] | |name=[http://www.dustloop.com/wiki/index.php/GGXRD/Controls#Dust_Attack {{clr|5|5D}}] | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2P</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|1|2P}} | |name={{clr|1|2P}} | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">2K</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|2|2K}} | |name={{clr|2|2K}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|2S}} | |name={{clr|3|2S}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|2H}} | |name={{clr|4|2H}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|2D}} | |name={{clr|5|2D}} | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">6P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|6P}} | |name={{clr|1|6P}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|6H}} | |name={{clr|4|6H}} | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
===Air Normals=== | ===Air Normals=== | ||
======< | ======<span style="visibility:hidden;font-size:0">j.P</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|1|j.P}} | |name={{clr|1|j.P}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.K</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|j.K}} | |name={{clr|2|j.K}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|j.S}} | |name={{clr|3|j.S}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|j.H}} | |name={{clr|4|j.H}} | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.D</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|j.D}} | |name={{clr|5|j.D}} | ||
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==Universal Mechanics== | ==Universal Mechanics== | ||
======< | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Dead Angle Attack</span>====== | |||
{{MoveData | {{MoveData | ||
|name=[[GGXRD-R2/Controls#Dead_Angle_Attack|Dead Angle Attack]] | |name=[[GGXRD-R2/Controls#Dead_Angle_Attack|Dead Angle Attack]] | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Blitz Shield Charge Attack</span>====== | |||
{{MoveData | {{MoveData | ||
|name=[[GGXRD-R2/Controls#Blitz_Attack|Blitz Attack]] | |name=[[GGXRD-R2/Controls#Blitz_Attack|Blitz Attack]] | ||
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==[[GGXRD-R2/Controls#Special_Attacks|Special Moves]]== | ==[[GGXRD-R2/Controls#Special_Attacks|Special Moves]]== | ||
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move. | Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move. | ||
======< | ======<span style="visibility:hidden;font-size:0">Ball Set</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ball Set | |name=Ball Set | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Ball Hit</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ball Hit | |name=Ball Hit | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">QV</span>====== | |||
{{MoveData | {{MoveData | ||
|name=QV | |name=QV | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Teleport</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Teleport | |name=Teleport | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Stinger Aim</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Stinger Aim | |name=Stinger Aim | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Carcass Raid</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Carcass Raid | |name=Carcass Raid | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Double Head Morbid</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Double Head Morbid | |name=Double Head Morbid | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Mad Struggle</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Mad Struggle | |name=Mad Struggle | ||
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==Ball Formations== | ==Ball Formations== | ||
======< | ======<span style="visibility:hidden;font-size:0">P Formation</span>====== | ||
{{MoveData | {{MoveData | ||
|name=P Formation | |name=P Formation | ||
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|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 {{clr|1|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 {{clr|3|2S}} or sSA to generate charged balls on the opponent's wakeup. P formation is nor particularly strong for zoning. | |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 {{clr|1|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 {{clr|3|2S}} or sSA to generate charged balls on the opponent's wakeup. P formation is nor particularly strong for zoning. | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">K Formation</span>====== | ||
{{MoveData | {{MoveData | ||
|name=K formation | |name=K formation | ||
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|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 {{clr|1|6P}} > {{clr|4|6H}} to combo without a counter hit. P+K is also a solid formation for zoning. | |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 {{clr|1|6P}} > {{clr|4|6H}} to combo without a counter hit. P+K is also a solid formation for zoning. | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">S Formation</span>====== | ||
{{MoveData | {{MoveData | ||
|name=S formation | |name=S formation | ||
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|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 {{clr|1|6P}} or {{clr|1|5P}} as it travels to its resting position. | |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 {{clr|1|6P}} or {{clr|1|5P}} as it travels to its resting position. | ||
}} | }} | ||
======< | ======<span style="visibility:hidden;font-size:0">H Formation</span>====== | ||
{{MoveData | {{MoveData | ||
|name=H formation | |name=H formation | ||
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==[[GGXRD-R2/Controls#Overdrive_Attacks|Overdrives]]== | ==[[GGXRD-R2/Controls#Overdrive_Attacks|Overdrives]]== | ||
Values displayed in [brackets] correspond to when the Burst version is used. | Values displayed in [brackets] correspond to when the Burst version is used. | ||
======< | ======<span style="visibility:hidden;font-size:0">Dark Angel</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Dark Angel | |name=Dark Angel | ||
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}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Red Hail</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Red Hail | |name=Red Hail | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Bishop Runout</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Bishop Runout | |name=Bishop Runout |
Revision as of 19:11, 23 April 2020
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 |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
5D |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
6P |
---|
6H |
---|
Air Normals
j.P |
---|
j.K |
---|
j.S |
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j.H |
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j.D |
---|
Universal Mechanics
Ground Throw |
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Air Throw |
---|
Dead Angle Attack |
---|
Blitz Attack |
---|
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) |
---|
Ball Hit |
---|
QV 41236P/K/S/H |
---|
Teleport 623K |
---|
Stinger Aim [4]6S or [4]6H |
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Carcass Raid [2]8S or [2]8H |
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Double Head Morbid 623S or 623H |
---|
Mad Struggle j.236S or j.236H |
---|
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 nor particularly strong for zoning. |
---|
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. |
---|
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 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. |
---|
Overdrives
Values displayed in [brackets] correspond to when the Burst version is used.
Dark Angel 2363214S (2363214D) |
---|
Red Hail j.236236H |
---|
Bishop Runout 2363214H |
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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.