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{{ | {{InvisibleHeader}}{{NavTabs|game=GGXRD-R2|chara=Venom|okizeme=yes|forums=http://www.dustloop.com/forums/index.php?/forums/forum/288-venom/|videos={{HoribunaXRDLink|VE}}}} | ||
| | ======<span style="visibility:hidden;font-size:0">overview</span>====== | ||
{{FlexContainer}} | |||
| | {{FlexTopContainer}}<!-- BEGIN TOP SECTION --> | ||
| | {{FP Box | ||
|header=Overview | |||
|content=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. 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. | |||
< | |||
{{ | |||
< | |||
The pool cue is not only for style but also is an integral part of his gameplay | |||
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. | |||
{{Bio | {{Bio | ||
| name = Venom | | name = Venom | ||
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| quote = I never miss a called shot. | | quote = I never miss a called shot. | ||
| voice = Jun'ichi Suwabe | | voice = Jun'ichi Suwabe | ||
| lore = | | lore = Orphaned at a young age, Venom was taken in and trained by the Assassin's Guild. Venom felt indebted to Zato, the leader of the guild, and pledged his allegiance to him. Venom now fights for the greater good by fighting against Bedman and attempting to save the "soul" of the guild by exposing their past deeds. | ||
}} | |||
{{StrengthsAndWeaknesses | |||
| intro = {{Character Label|GGXRD-R2|Venom|24px}}'s kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player. | |||
| pros = | |||
* '''Powerful And Diverse Pressure Options''': Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/{{keyword|Okizeme}} can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups. | |||
* '''Good Pokes And Neutral Game''': {{clr|3|2S}}, {{clr|3|f.S}}, and [[{{PAGENAME}}#Stinger_Aim|Stinger Aim]] are neutral tools with few rivals in terms of general meterless screen control. | |||
* '''[[{{PAGENAME}}#6P|{{clr|1|6P}}]]''': Venom's {{clr|1|6P}} is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges. | |||
* '''Setplay And Zoning Are Both Viable''': Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents. | |||
* '''Great Meterless Throw Reward''': Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage. | |||
* '''Amazing Chip Damage''': Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense. | |||
* '''Good R.I.S.C Gain''': Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage. | |||
| cons = | |||
* '''No Invulnerable Reversals''': Venom does not have any form of traditional invulnerable reversal. | |||
* '''Pokes Have Low Reward''': The same pokes which Venom uses to control neutral do have the weakness of not providing significant reward on hit or block. Usually {{clr|3|2S}} and {{clr|3|f.S}} at range only give a ball at best on normal hit or can even be punished at worst. | |||
* '''Susceptible to Counter Hits''': Most of Venom's special and normal moves leave him in counter hit state for a prolonged period of time which opens up additional punish options for his opponents. | |||
}} | }} | ||
|subheader1=Ball Set | |||
|content2=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. | 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. | ||
|subheader2=Charged Balls | |||
|content3=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. | 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. | ||
{{headerdiv}}Spin{{Closediv}} | |||
<div class="fpvideo style="float:right; margin-left:2px;">{{#ev:youtube|https://youtu.be/0vGaoFmuVxI|450}}{{Closediv}} | |||
{ | 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: | Back-Spin is an alternate ball movement that places the resultant ball "backwards" towards Venom and works as follows: | ||
*To backspin a Stinger press down at approximately the time that the | *To backspin a Stinger press down at approximately the time that the stinger ball is created. | ||
*To backspin a Carcass Raid press back instead. | *To backspin a Carcass Raid press back instead. | ||
When no Back-Spin is not performed, the default spin, Top-Spin, will occur. | When no Back-Spin is not performed, the default spin, Top-Spin, will occur. | ||
|| | {{clear}} | ||
{{ | }} | ||
{{Closediv}}<!--END TOP SECTION--> | |||
| | {{FlexSideContainer}}<!-- BEGIN FLEX SECTION --> | ||
| | {{FP TOC|game=GGXRD-R2|extra1=Ball Formations}} | ||
| | {{FP Box | ||
| | | padding=no | ||
}} | | content={{CharaInfo | ||
|} | | game=GGXRD-R2 | ||
{{ | | fullname=Venom | ||
| | | defense = {{#lst:GGXRD-R2/Venom/Data|defense}} | ||
| | | guts = {{#lst:GGXRD-R2/Venom/Data|guts}} | ||
| weight = {{#lst:GGXRD-R2/Venom/Data|weight}} | |||
| stunres = {{#lst:GGXRD-R2/Venom/Data|stunres}} | |||
| prejump = {{#lst:GGXRD-R2/Venom/Data|prejump}} | |||
| backdash = {{#lst:GGXRD-R2/Venom/Data|backdash}} | |||
| wakeup = {{#lst:GGXRD-R2/Venom/Data|wakeup}} | |||
| movement = {{#lst:GGXRD-R2/Venom/Data|movement}} | |||
| voice= venom_loctest.ogg | |||
| theme= CallShot.ogg | |||
| colors=yes | |||
| | }} | ||
}} | }} | ||
{{Closediv}}<!--END FLEX SECTION--> | |||
{{ | {{Closediv}} | ||
==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}} | ||
|image=ggxrd_venom_5p.png |caption= | |image=ggxrd_venom_5p.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_5P-Hitbox.png|That's quite big. Impressive. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5K</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|5K}} | |name={{clr|2|5K}} | ||
|image=ggxrd_venom_5k.png |caption= | |image=ggxrd_venom_5k.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|6P}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|2H}}, {{clr|4|5H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_5K-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">c.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|c.S}} | |name={{clr|3|c.S}} | ||
|image=ggxrd_venom_cs.png |caption=Don't Burst {{clr|3|c.S}} | |image=ggxrd_venom_cs.png |caption=Don't Burst {{clr|3|c.S}} | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|c.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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'''Note''': the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate. | '''Note''': the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_cS-Hitbox.png|Your best friend | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">f.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|f.S}} | |name={{clr|3|f.S}} | ||
|image=ggxrd_venom_fs.png |caption= | |image=ggxrd_venom_fs.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|f.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_fS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|5H}} | |name={{clr|4|5H}} | ||
|image=ggxrd_venom_5h.png |caption= | |image=ggxrd_venom_5h.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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* Staggers on counterhit. | * Staggers on counterhit. | ||
* Very strong starter against opponents who are crouching. | * Very strong starter against opponents who are crouching. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_5H-Hitbox.png|That's quite big. Impressive. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <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}}] | ||
|image=ggxrd_venom_5d.png |caption= | |image=ggxrd_venom_5d.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|5D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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* Balls hit with {{clr|5|5D}} will bounce once. | * Balls hit with {{clr|5|5D}} will bounce once. | ||
* 80% prorate. | * 80% prorate. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_5D-Hitbox.png|The unique ball bouncer. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2P</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|1|2P}} | |name={{clr|1|2P}} | ||
|image=ggxrd_venom_2p.png |caption= | |image=ggxrd_venom_2p.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|5P}}, {{clr|1|2P}}, {{clr|1|6P}}, {{clr|2|5K}}, {{clr|2|2K}}, {{clr|3|c.S}}, {{clr|3|f.S}}, {{clr|3|2S}}, {{clr|4|5H}}, {{clr|4|2H}}, {{clr|4|6H}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_2P-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">2K</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|2|2K}} | |name={{clr|2|2K}} | ||
|image=ggxrd_venom_2k.png |caption= | |image=ggxrd_venom_2k.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 250: | Line 241: | ||
'''Note''': {{clr|2|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. | '''Note''': {{clr|2|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. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_2K-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|2S}} | |name={{clr|3|2S}} | ||
|image=ggxrd_venom_2s.png |caption= | |image=ggxrd_venom_2s.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 272: | Line 263: | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|2D}}, {{clr|5|5D}}, {{clr|5|2D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|4|5H}}, {{clr|5|2D}}, {{clr|5|5D}}, {{clr|5|2D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_2S-Hitbox.png|The footsies button. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|2H}} | |name={{clr|4|2H}} | ||
|image=GGXRD-R2_Venom_2H.png |caption= | |image=GGXRD-R2_Venom_2H.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 295: | Line 284: | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|5D}}, {{clr|5|2D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_2H-1-Hitbox.png|1st hit | |||
GGXRD-R2_Venom_2H-2-Hitbox.png|2nd hit | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|2D}} | |name={{clr|5|2D}} | ||
|image=ggxrd_venom_2d.png |caption= | |image=ggxrd_venom_2d.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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'''Supplementary Frame Data''': | '''Supplementary Frame Data''': | ||
*7-18 Above Knees Invincibility; 19-29 Low Profile | *7-18 Above Knees Invincibility; 19-29 Low Profile | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_2D-1-Hitbox.png|Sol isn't the only one with a good sweep | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6P</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|1|6P}} | |name={{clr|1|6P}} | ||
|image=ggxrd_venom_6p.png |caption=STOP! | |image=ggxrd_venom_6p.png |caption=STOP! | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 345: | Line 335: | ||
'''Supplemental Frame Data''': | '''Supplemental Frame Data''': | ||
*1-3, 7-10 Upper Body Invincibility; 4-6 Above Knees Invincibility | *1-3, 7-10 Upper Body Invincibility; 4-6 Above Knees Invincibility | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_6P-Hitbox.png|Beats level 3 Mist Finer. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|6H}} | |name={{clr|4|6H}} | ||
|image=ggxrd_venom_6h.png |caption=Fastest ball launcher | |image=ggxrd_venom_6h.png |caption=Fastest ball launcher | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|6H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 370: | Line 357: | ||
* Hits balls with the greatest speed of all his buttons. | * Hits balls with the greatest speed of all his buttons. | ||
* Has a very large hitbox allowing Venom to hit with it from very far away. | * Has a very large hitbox allowing Venom to hit with it from very far away. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_6H-1-Hitbox.png|Mind the gap | |||
GGXRD-R2_Venom_6H-2-Hitbox.png | |||
GGXRD-R2_Venom_6H-3-Hitbox.png | |||
GGXRD-R2_Venom_6H-4-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<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}} | ||
|image=ggxrd_venom_jp.png |caption= | |image=ggxrd_venom_jp.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.P}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 391: | Line 382: | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|2|j.K}}, {{clr|3|j.S}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_jP-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.K</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|j.K}} | |name={{clr|2|j.K}} | ||
|image=ggxrd_venom_jk.png |caption= | |image=ggxrd_venom_jk.png |caption= | ||
</div> | </div> | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 412: | Line 404: | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|3|j.S}}, {{clr|5|j.D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_jK-Hitbox.png|Ball hitter | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|j.S}} | |name={{clr|3|j.S}} | ||
|image=ggxrd_venom_js.png |caption= | |image=ggxrd_venom_js.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 433: | Line 426: | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|1|j.P}}, {{clr|4|j.H}}, {{clr|5|j.D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_jS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|j.H}} | |name={{clr|4|j.H}} | ||
|image=ggxrd_venom_jhs.png |caption= | |image=ggxrd_venom_jhs.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 452: | Line 446: | ||
[[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}} | [[{{PAGENAME}}/Frame_Data#Gatling_Table|Gatling Options]]: {{clr|5|j.D}} | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_jH-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.D</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|j.D}} | |name={{clr|5|j.D}} | ||
|image=ggxrd_venom_jd.png |caption=Calendar! | |image=ggxrd_venom_jd.png |caption=Calendar! | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.D}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 470: | Line 465: | ||
* Pops opponents up slightly into the air. Launches on counterhit. | * Pops opponents up slightly into the air. Launches on counterhit. | ||
* Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward. | * Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_jD-Hitbox.png|That's quite big. Impressive. | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
======< | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
Line 481: | Line 479: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Ground Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=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. | {{Description|6|text=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. | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
Line 493: | Line 492: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Air Throw}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=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. | {{Description|6|text=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. | ||
Line 502: | Line 501: | ||
}} | }} | ||
}} | }} | ||
======< | <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]] | ||
Line 509: | Line 509: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|DAA}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=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. | {{Description|6|text=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. | ||
Line 517: | Line 517: | ||
}} | }} | ||
}} | }} | ||
======< | <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]] | ||
Line 525: | Line 526: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Uncharged }} | {{AttackVersion|name=Uncharged }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Blitz Attack }} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=Max Charge}} | {{AttackVersion|name=Max Charge}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|Blitz Attack Max Charge }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text=Does one hit despite the appearance. Functions the same as most blitz attacks. | {{Description|7|text=Does one hit despite the appearance. Functions the same as most blitz attacks. | ||
Line 535: | Line 536: | ||
==[[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 | ||
Line 543: | Line 544: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|214P/K/S/H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 556: | Line 557: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Ball Hit</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ball Hit | |name=Ball Hit | ||
Line 565: | Line 566: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|Ball Hit}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text=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. | {{Description|6|text=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. | ||
Line 574: | Line 575: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">QV</span>====== | |||
{{MoveData | {{MoveData | ||
|name=QV | |name=QV | ||
|input=41236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} | |input=41236{{clr|1|P}}/{{clr|2|K}}/{{clr|3|S}}/{{clr|4|H}} | ||
|image=ggxrd_venom_qv.png |caption=Eat Projectiles | |image=ggxrd_venom_qv.png |caption=Eat Projectiles | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|41236P/K/S/H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 596: | Line 594: | ||
* A meaty Oki option which grants a ball. | * A meaty Oki option which grants a ball. | ||
* A situational blockstring ender. | * A situational blockstring ender. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_QV-Hitbox.png|This is where the fun routes begin | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Teleport</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Teleport | |name=Teleport | ||
Line 606: | Line 608: | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|623K}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
Line 619: | Line 621: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Stinger Aim</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Stinger Aim | |name=Stinger Aim | ||
Line 628: | Line 631: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 0)}} | {{AttackVersion|name=S (Level 0)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6S Level 0}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 1)}} | {{AttackVersion|name=S (Level 1)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6S Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 2)}} | {{AttackVersion|name=S (Level 2)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6S Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S (Level 3)}} | {{AttackVersion|name=S (Level 3)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6S Level 3}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 0)}} | {{AttackVersion|name=H (Level 0)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6H Level 0}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 1)}} | {{AttackVersion|name=H (Level 1)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6H Level 1}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 2)}} | {{AttackVersion|name=H (Level 2)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6H Level 2}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H (Level 3)}} | {{AttackVersion|name=H (Level 3)}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[4]6H Level 3}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text='''40 frame charge time''' | {{Description|7|text='''40 frame charge time''' | ||
Line 660: | Line 663: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Carcass Raid</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Carcass Raid | |name=Carcass Raid | ||
Line 670: | Line 673: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S }} | {{AttackVersion|name=S }} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[2]8S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text='''40 frame charge time''' | {{Description|7|text='''40 frame charge time''' | ||
Line 686: | Line 689: | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{# | {{#lst:GGXRD-R2/Venom/Data|[2]8H }} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text='''40 frame charge time''' | {{Description|7|text='''40 frame charge time''' | ||
Line 695: | Line 698: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Double Head Morbid</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Double Head Morbid | |name=Double Head Morbid | ||
|input={{clr|3|623S}} or {{clr|4|623H}} | |input={{clr|3|623S}} or {{clr|4|623H}} | ||
|image=ggxrd_venom_doubleheadmorbid.png |caption= | |image=ggxrd_venom_doubleheadmorbid.png |caption= | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S}} | {{AttackVersion|name=S}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 716: | Line 716: | ||
}} | }} | ||
{{AttackVersion|name=H}} | {{AttackVersion|name=H}} | ||
{{# | {{#lst:{{PAGENAME}}/Data|623H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 722: | Line 722: | ||
* Hits balls directly upward, which then bounce off the ceiling and floor. | * Hits balls directly upward, which then bounce off the ceiling and floor. | ||
* Moves Venom forward by nearly one screen's distance maximum. | * Moves Venom forward by nearly one screen's distance maximum. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_DHM-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Mad Struggle</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Mad Struggle | |name=Mad Struggle | ||
|input={{clr|3|j.236S}} or {{clr|4|j.236H}} | |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 | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2|version=yes}} | {{AttackDataHeader-GGXRD-R2|version=yes}} | ||
{{!}}- | {{!}}- | ||
{{AttackVersion|name=S }} | {{AttackVersion|name=S }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236S}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 743: | Line 743: | ||
}} | }} | ||
{{AttackVersion|name=H }} | {{AttackVersion|name=H }} | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|7|text= | {{Description|7|text= | ||
Line 750: | Line 750: | ||
'''Supplemental Frame Data''': | '''Supplemental Frame Data''': | ||
*1-7 Strike Invincible after landing. | *1-7 Strike Invincible after landing. | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_MS-Hitbox.png | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
==Ball Formations== | ==Ball Formations== | ||
======< | ======<span style="visibility:hidden;font-size:0">P Formation</span>====== | ||
{{MoveData | {{MoveData | ||
|name=P Formation | |name=P Formation | ||
Line 761: | Line 764: | ||
|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 | ||
Line 767: | Line 770: | ||
|textonly=yes | |textonly=yes | ||
|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 | ||
Line 775: | Line 779: | ||
|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 | ||
|input={{clr|3|2363214S}}<br>({{clr|5|2363214D}}) | |input={{clr|3|2363214S}}<br>({{clr|5|2363214D}}) | ||
|image=ggxrd_venom_darkangel.png |caption=Fair Character | |image=ggxrd_venom_darkangel.png |caption=Fair Character | ||
|data= | |data= | ||
{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2363214S}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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'''Supplemental Frame Data''': | '''Supplemental Frame Data''': | ||
* Frame 7 Full Invulnerability; [8-15 Strike Invulnerable] | * Frame 7 Full Invulnerability; [8-15 Strike Invulnerable] | ||
<gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | |||
GGXRD-R2_Venom_DA-Hitbox.png|Loses to low profiles and Azami | |||
</gallery> | |||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Red Hail</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Red Hail | |name=Red Hail | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|j.236236H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Bishop Runout</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Bishop Runout | |name=Bishop Runout | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|2363214H}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text= | {{Description|6|text= | ||
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{{AttackDataHeader-GGXRD-R2}} | {{AttackDataHeader-GGXRD-R2}} | ||
{{!}}- | {{!}}- | ||
{{# | {{#lst:{{PAGENAME}}/Data|IK}} | ||
{{!}}- | {{!}}- | ||
{{Description|6|text='''Note''': [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | {{Description|6|text='''Note''': [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension | ||
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}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{# | {{#lst:{{PAGENAME}}/Data|Links}} | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]]. Be sure to update both the <code>move</code> and the <code>move Full</code> sections. One is shown on the character page, while the other is shown on the frame data page.}} | ||
{{Navbar-GGXRD-R2}} | {{Navbar-GGXRD-R2}} | ||
Revision as of 03:55, 28 July 2020
Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums | Videos |
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. 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 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: | Orphaned at a young age, Venom was taken in and trained by the Assassin's Guild. Venom felt indebted to Zato, the leader of the guild, and pledged his allegiance to him. Venom now fights for the greater good by fighting against Bedman and attempting to save the "soul" of the guild by exposing their past deeds. |
Voice: | Jun'ichi Suwabe |
Venom Venom's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.
- Powerful And Diverse Pressure Options: Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups.
- Good Pokes And Neutral Game: 2S, f.S, and Stinger Aim are neutral tools with few rivals in terms of general meterless screen control.
- 6P: Venom's 6P is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges.
- Setplay And Zoning Are Both Viable: Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents.
- Great Meterless Throw Reward: Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage.
- Amazing Chip Damage: Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense.
- Good R.I.S.C Gain: Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage.
- No Invulnerable Reversals: Venom does not have any form of traditional invulnerable reversal.
- Pokes Have Low Reward: The same pokes which Venom uses to control neutral do have the weakness of not providing significant reward on hit or block. Usually 2S and f.S at range only give a ball at best on normal hit or can even be punished at worst.
- Susceptible to Counter Hits: Most of Venom's special and normal moves leave him in counter hit state for a prolonged period of time which opens up additional punish options for his opponents.
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.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.
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:
- To backspin a Stinger press down at approximately the time that the stinger ball is created.
- To backspin a Carcass Raid press back instead.
When no Back-Spin is not performed, the default spin, Top-Spin, will occur.
Venom | |
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Voice: | File:GGXRD-R2 Venom VoiceDemo.mp3 |
Theme Song: | File:CallShot.ogg |
Normal Moves
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
5P |
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5K |
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c.S |
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f.S |
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5H |
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5D |
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2P |
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2K |
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2S |
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2H |
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2D |
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6P |
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6H |
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Air Normals
j.P |
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j.K |
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j.S |
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j.H |
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j.D |
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Universal Mechanics
Ground Throw |
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Air Throw |
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Dead Angle Attack |
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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 214P/K/S/H (Air OK) |
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Ball Hit |
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QV 41236P/K/S/H |
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Teleport 623K |
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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 |
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Mad Struggle j.236S or j.236H |
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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. |
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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 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 | 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 2363214S (2363214D) |
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Red Hail j.236236H |
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Bishop Runout 2363214H |
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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.