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| The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air (1.1 adds a buff to anti-air hitbox of this move). Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use in certain pressure and abare situations. An <b>IMPORTANT</b> note is that the last hit now whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though. | | The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Tied for Venom's fastest button with 2K, and you can freely chain into and out of it. Sometimes useful as an anti-air, with good reward on counterhit. Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use in certain pressure and abare situations. An <b>IMPORTANT</b> note is that the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though. |
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Overview
Looking at Venom, one can already see his unique weapon, a pool cue, and see how even in the world of Guilty Gear, he stands out. It's not just in aesthetics though, Venom's gameplay is one of the most unique in any fighting game! Venom has the ability to line up pool balls on the screen in various formations. He can then launch them in many different directions and speeds by hitting them with nearly any of his moves! Although this gives him zoning and neutral capabilities, his strongest aspect is actually his pressure game! Venom is an advanced character, you'll have to learn his unique neutral game as well as play strong defense, for he has no reversal (even with meter), but when you put his gameplan together, he is a versatile character who is immensely satisfying to play!
Strengths
- Great pressure
- Good pokes, neutral game, and okizeme
- Rushdown and zoning are both viable options
- Workable mixup
- Ball setups allow for extreme versatility
Weaknesses
- Below average health
- Only reversal or pressure escape option is slow, uses burst, and takes 50 tension.
- Pokes rarely convert into high damage or knockdown
- Neutral game requires time and space in order to set up pool balls
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This data is all copied over from GGXRD-Rev1. Replace with Rev 2 data as it becomes available (and delete this warning)
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Normal Moves
5P
5K
c.S
f.S
5H
2P
2K
2S
2H
2D
6P
6H
j.P
j.K
j.S
j.H
j.D
j.D
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40
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High/Air
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12
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6
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22+5 landing recovery
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-
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-
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Universal Mechanics
Ground Throw
Ground Throw
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0,6x7
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Ground Throw: 75250
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-
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-
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-
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-
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-
|
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Air Throw
Air Throw
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0,6x7
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Air Throw: 192500
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-
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-
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-
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-
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-
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Dead Angle Attack
Blitz Shield Charge Attack
Blitz Attack
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50
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Mid
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(15-48)+13
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3
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Hit: 11 Whiff: 20
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-
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-
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50
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Mid
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50+13
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3
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Hit: 11 Whiff: 20
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-
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-
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Special Moves
Ball Set
Ball Set 214P/K/S/H (Air OK)
SET!
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Ball Hit
QV
QV 41236P/K/S/H
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25
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Mid
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20~83
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8
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Total 38~101
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-
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-
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Teleport
Stinger Aim
Stinger Aim [4]6S/H
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30 22x2 22x3 22x6
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All
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15~26 27~47 48~74 75~95
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-
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Total 43~54 Total 55~75 Total 76~102 Total 77~103
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-
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-
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30 25x2 25x3 25x6
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All
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9~20 21~41 42~68 69~89
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-
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Total 44~55 Total 56~76 Total 77~103 Total 104~124
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-
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-
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Carcass Raid
Carcass Raid [2]8S/H
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36
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All
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16
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-
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Total 32
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-
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-
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50
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All
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13
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-
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Total 48
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-
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-
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Double Head Morbid
Double Head Morbid 623S/H
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15x4
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Mid
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9
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4x4
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18
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-
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-
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18x4
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Mid
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15~34
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24
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18
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-
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-
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Mad Struggle
Mad Struggle j.236S/H
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12x4
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High/Air
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18
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Until landing
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6 After Landing
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-
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-
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15x7, 25
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High/Airx4 HLFx3
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16
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Until Landing (5)2,6,2
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20
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-
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-
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Ball Formations
5H
P Formation
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P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. In 1.1 now, 2S will now hit the P ball, strengthening this formation's use in the corner especially. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom.
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5H
K formation
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K Formation puts a ball above Venom. You'll use it for K Ball oki on knockdowns (description now in the Beginner and Intermediate Guide to Venom linked later on this page, but it is similar to the one on the +R page). You'll also use it for some combos, especially ones planned in advance (with K ball out, 6P>6HS is a true combo). In addition, P>K is a very versatile formation for zoning.
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5H
S formation
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Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P or 6P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space. It has some corner okizeme uses as well.
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5H
HS formation
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Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's Venom's best ball for using the new Stinger Aim properties. Because it places the ball further out, your teleport can get behind your opponent more frequently (and it can be pushed even further by a HS Stinger). And last but not least, S>HS immediate 5P is one of Venom's best 2 ball zoning formations.
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Overdrives
Dark Angel
Dark Angel 2363214S
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10x34
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All
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7+18
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-
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Total 43
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-
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-
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Red Hail
Red Hail j.236236HS
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30x8
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All
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10+0
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-
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Total 91 + 9 after landing
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-
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-
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Bishop Runout
Bishop Runout 2363214H
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-
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All
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-
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-
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Total 13 (Super Freeze 10)
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-
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-
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