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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>====== | ||
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| | {{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 | ||
Line 28: | Line 14: | ||
| 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}} | ||
{{ | }} | ||
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| | {{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}} | ||
Line 102: | Line 93: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5K</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|5K}} | |name={{clr|2|5K}} | ||
Line 123: | Line 115: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">c.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|c.S}} | |name={{clr|3|c.S}} | ||
Line 149: | Line 142: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">f.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|f.S}} | |name={{clr|3|f.S}} | ||
Line 168: | Line 162: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">5H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|5H}} | |name={{clr|4|5H}} | ||
Line 187: | Line 182: | ||
}} | }} | ||
}} | }} | ||
======< | <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}}] | ||
Line 206: | Line 202: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2P</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|1|2P}} | |name={{clr|1|2P}} | ||
Line 226: | Line 223: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">2K</span>====== | ||
{{MoveData | {{MoveData | ||
|name={{clr|2|2K}} | |name={{clr|2|2K}} | ||
Line 249: | Line 246: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|2S}} | |name={{clr|3|2S}} | ||
Line 270: | Line 268: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|2H}} | |name={{clr|4|2H}} | ||
Line 291: | Line 290: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">2D</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|2D}} | |name={{clr|5|2D}} | ||
Line 311: | Line 311: | ||
*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"> | <gallery class="mw-collapsible mw-collapsed" data-expandtext="show hitboxes" data-collapsetext="hide hitboxes"> | ||
GGXRD-R2_Venom_2D-Hitbox.png|Sol isn't the only one with a good sweep | GGXRD-R2_Venom_2D-1-Hitbox.png|Sol isn't the only one with a good sweep | ||
</gallery> | </gallery> | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6P</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|1|6P}} | |name={{clr|1|6P}} | ||
Line 339: | Line 340: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">6H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|6H}} | |name={{clr|4|6H}} | ||
Line 363: | Line 365: | ||
}} | }} | ||
}} | }} | ||
<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}} | ||
Line 384: | Line 387: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.K</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|2|j.K}} | |name={{clr|2|j.K}} | ||
Line 405: | Line 409: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.S</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|3|j.S}} | |name={{clr|3|j.S}} | ||
Line 426: | Line 431: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.H</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|4|j.H}} | |name={{clr|4|j.H}} | ||
Line 445: | Line 451: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">j.D</span>====== | |||
{{MoveData | {{MoveData | ||
|name={{clr|5|j.D}} | |name={{clr|5|j.D}} | ||
Line 465: | Line 472: | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
======< | ======<span style="visibility:hidden;font-size:0">Ground Throw</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ground Throw | |name=Ground Throw | ||
Line 477: | Line 484: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Air Throw</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Air Throw | |name=Air Throw | ||
Line 493: | 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 508: | 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 526: | 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 547: | Line 557: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Ball Hit</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Ball Hit | |name=Ball Hit | ||
Line 565: | Line 575: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">QV</span>====== | |||
{{MoveData | {{MoveData | ||
|name=QV | |name=QV | ||
Line 588: | Line 599: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Teleport</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Teleport | |name=Teleport | ||
Line 610: | Line 621: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Stinger Aim</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Stinger Aim | |name=Stinger Aim | ||
Line 651: | Line 663: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Carcass Raid</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Carcass Raid | |name=Carcass Raid | ||
Line 686: | Line 698: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Double Head Morbid</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Double Head Morbid | |name=Double Head Morbid | ||
Line 715: | Line 727: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Mad Struggle</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Mad Struggle | |name=Mad Struggle | ||
Line 745: | Line 757: | ||
==Ball Formations== | ==Ball Formations== | ||
======< | ======<span style="visibility:hidden;font-size:0">P Formation</span>====== | ||
{{MoveData | {{MoveData | ||
|name=P Formation | |name=P Formation | ||
Line 752: | 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 758: | 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 766: | 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 | ||
Line 775: | Line 788: | ||
==[[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 | ||
Line 795: | Line 808: | ||
}} | }} | ||
}} | }} | ||
<nowiki/> | |||
======< | ======<span style="visibility:hidden;font-size:0">Red Hail</span>====== | ||
{{MoveData | {{MoveData | ||
|name=Red Hail | |name=Red Hail | ||
Line 811: | Line 824: | ||
}} | }} | ||
}} | }} | ||
======< | <nowiki/> | ||
======<span style="visibility:hidden;font-size:0">Bishop Runout</span>====== | |||
{{MoveData | {{MoveData | ||
|name=Bishop Runout | |name=Bishop Runout | ||
Line 847: | Line 861: | ||
}} | }} | ||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{#lst:{{PAGENAME}}/Data|Links}} | {{#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.