GGXRD-R2/Venom

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< GGXRD-R2
Revision as of 20:41, 29 November 2019 by PrivateTarkus (talk | contribs) (added a little more color)

Normal Moves

Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.

5P
5P
Ggxrd venom 5p.png
GGXRD-R2 Venom 5P-Hitbox.png

That's quite big. Impressive.

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
6[26] Mid 6 3 9 -2 0 -8/+3 CSJ YRP 144 Initial: 85%
Ggxrd venom 5p.png
GGXRD-R2 Venom 5P-Hitbox.png


One of Venom's primary ball hitting buttons. 5P's ability to chain into itself is useful for baiting bursts and DAAs.

  • hits balls horizontally at a very low speed.
  • 85% prorate.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K
5K
Ggxrd venom 5k.png
GGXRD-R2 Venom 5K-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12[32] Mid 7 3 15 -8 0 3 8 SJ YRP 144 Initial: 90%
Ggxrd venom 5k.png
GGXRD-R2 Venom 5K-Hitbox.png


5K is Venom's primary low crush normal. The reward for landing it outside of c.S range is small. 5K is especially useful for hitting balls when one needs the balls to travel faster than 5P but slower than f.S.

  • Has the least pushback of all of Venom's normals.
  • Hits balls horizontally with moderate speed.
  • 90% prorate.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 6H, 5D, 2D

c.S
c.S
Ggxrd venom cs.png
Don't Burst c.S
GGXRD-R2 Venom cS-Hitbox.png

Your best friend

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
c.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
16×3[32] Mid 5 2,2,7 20 -8 4 20 8 SJ YRP 384
Ggxrd venom cs.png
Don't burst it
GGXRD-R2 Venom cS-Hitbox.png


c.S is the main basis of Venom's close combat.

  • Builds large amounts of R.I.S.C with 3 level 4 hits.
  • Tied for Venom's fastest button with 2K, and can be freely chained into and out of it.
  • Jump cancelable during any one of the 3 hits making it a dangerous burst point for the opposing player.
  • Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
  • Excellent for option selecting with forward throws (6S+H).
  • Sometimes useful as an anti-air, with good reward on counterhit.

Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D

Note: the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.

f.S
f.S
Ggxrd venom fs.png
GGXRD-R2 Venom fS-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
f.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
24[38] Mid 9 2 18 -6 2 10 7 S YRP 264
Ggxrd venom fs.png
For when you need that ball space
GGXRD-R2 Venom fS-Hitbox.png


Venom's far slash is excellent for controlling space. Though Venom reaches his hurtbox forward during f.S it is pretty fast and covers a great distance. At max range it can be used to cancel into a ball set in order to get balls on screen when normally one would not have time to do so. f.S becomes especially useful when combined with a ball hit which improves the frame advantage.

  • Hits balls horizontally with high speed

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H
5H
Ggxrd venom 5h.png
GGXRD-R2 Venom 5H-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
42[42] Mid 10 7 15 -3 4 20 6 S YRP 384
Ggxrd venom 5h.png
GGXRD-R2 Venom 5H-Hitbox.png


Almost useless on its own when not shooting a ball or mid combo. In the corner it pushes the user back far enough to be used in crouching confirms like sQV.

  • Launches balls at a very high speed.
  • Staggers on counterhit.
  • Very strong starter against opponents who are crouching.
5D
5D
Ggxrd venom 5d.png
GGXRD-R2 Venom 5D-Hitbox.png

The unique ball bouncer.

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
5D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
25[50] High 25 3(2)3 15 -9 2 10 20 YRP 264 Initial: 80%
Ggxrd venom 5d.png
The unique ball bouncer
GGXRD-R2 Venom 5D-Hitbox.png
Max 1 Hit


A standard 5D with a unique gimmick attached. When Venom's dust attack hits a ball the ball will travel until it either hits a target or touches the wall. If the ball launched by this attack touches the wall, it will bounce off the wall one time and travel in the opposite direction. This gimmick is rarely useful but can be used in specific setups.

  • hit balls with very high speed.
  • Balls hit with 5D will bounce once.
  • 80% prorate.
2P
2P
Ggxrd venom 2p.png
GGXRD-R2 Venom 2P-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
6[26] Mid 7 4 10 -4 0 3 8 CS YRP 144 Initial: 80%
Ggxrd venom 2p.png
GGXRD-R2 Venom 2P-Hitbox.png


Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.

  • Hits balls low to the ground at low speed
  • 80% prorate

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H

2K
2K
Ggxrd venom 2k.png
GGXRD-R2 Venom 2K-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
8[30] Low 5 3 9 -2 0 3 8 S YRP 144 Initial: 70%
Ggxrd venom 2k.png
GGXRD-R2 Venom 2K-Hitbox.png


2K is Venom's go-to low and is tied for his fastest button with c.S. 2K is most frequently used to open the enemy up before following up with c.S, tick-throw, or some other form of mixup.

  • Good speed, decent range, and fair recovery make it a decent low poke.
  • Hits balls low to the ground with low speed.
  • 70% proration.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

Note: 2K's hitbox is low enough and shallow enough that it will not hit uncharged balls in any of the standard formations. It requires non-standard situations such as charged carcass raid balls or BRO or something else in order to be used as a ball launcher.

2S
2S
Ggxrd venom 2s.png
GGXRD-R2 Venom 2S-Hitbox.png

The footsies button.

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22[34] Mid 6 2 19 -7 2 10 7 S YRP 264
Ggxrd venom 2s.png
Roundstart.png
GGXRD-R2 Venom 2S-Hitbox.png


2S is one of Venom's best pokes. Despite its appearance 2S is not a low and cannot be used as a mixup.

  • Good speed and great range. Can hit most characters at round start range.
  • Hits balls low to the ground with high speed.
  • Will not hit moves with extreme low profiles such as Sol's Grand Viper, or moves with low invulnerability like Jam's 6H.

Gatling Options: 5H, 2D, 5D, 2D

2H
2H
GGXRD-R2 Venom 2H.png
GGXRD-R2 Venom 2H-1-Hitbox.png

1st hit

GGXRD-R2 Venom 2H-2-Hitbox.png

2nd hit

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×2[42] Low, Mid 10 3,5 20 -8 3 S YRP 384
GGXRD-R2 Venom 2H.png
GGXRD-R2 Venom 2H-1-Hitbox.pngGGXRD-R2 Venom 2H-2-Hitbox.png
1st hit • 2nd hit


The first of 2H's two level 3 hits is a low. These attributes makes 2H a solid filler move for blockstrings. The first hit will catch low profile moves such as Sol's Grand Viper, and the second hit can be a situational anti-air.

  • First hit launches balls low to the ground with high speed.
  • Second hit launches balls upwards at a 45° angle with high speed.

Gatling Options: 5D, 2D

2D
2D
Ggxrd venom 2d.png
GGXRD-R2 Venom 2D-1-Hitbox.png

Sol isn't the only one with a good sweep

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
2D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
20×2 Low 6 2(14)8 14 -8 2 10 7 S YRP 264 6~7 Upper Body
8~18 Above Knees
19~29 Low Profile
30~32 Above Knees
Ggxrd venom 2d.png
GGXRD-R2 Venom 2D-1-Hitbox.pngGGXRD-R2 Venom 2D-2-Hitbox.png


2D is a reliable way to get a knockdown when one is unable to combo into 6H or QV. 2D is also a great unprorated combo starter under niche circumstances, such as when one has charge stored for Carcass Raid in the corner, and in certain midscreen setups. 2D can also be used as one of Venom's better abare buttons due to its speed, low profile, and good reward on CH, however, the recovery is CH state and is therefore dangerous to whiff.

  • Generous low profile and upper body invulnerabilty.
  • Fast and 2 hits the second of which has additional range.
  • Good Range.
  • High reward in the corner with 2D(1) sCR.
  • Hits balls low to the ground with low speed.

Supplementary Frame Data:

  • 7-18 Above Knees Invincibility; 19-29 Low Profile
6P
6P
Ggxrd venom 6p.png
STOP!
GGXRD-R2 Venom 6P-Hitbox.png

Beats level 3 Mist Finer.

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
28[36] Mid 7 7 16 -9 2 10 7 SJ YRP 264 1~3 Upper Body
4~6 Above Knees
7~10 Upper Body
Ggxrd venom 6p.png
Beats level 3 Mist Finer
GGXRD-R2 Venom 6P-Hitbox.png


A 6P so good that it has become a meme. 6P is a reliable anti-air and occasional poke. Although 6P can gatling into many of his other buttons, it cannot combo into 6H on normal hit and must be jump canceled into an air combo. On counter hit 6P combos into 6H for a free knockdown. When combined with a ball hit, 6P has enough hitstun to combo into 6H. 6P is also useful to counter-poke a large variety of moves such as I-No's Chemical Love, and Johnny's Level 3 Mist Finer with varying °s of risk.

  • Generous upper body invicibility
  • Sends balls upwards at an angle with moderate speed.
  • Inconsistent ability to hit crouching opponents.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

Supplemental Frame Data:

  • 1-3, 7-10 Upper Body Invincibility; 4-6 Above Knees Invincibility
6H
6H
Ggxrd venom 6h.png
Fastest ball launcher
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
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
52[48] Mid 15 8 21 -10 4 20 6 S YRP 384
Ggxrd venom 6h.png
Highest velocity ball launcher
GGXRD-R2 Venom 6H-1-Hitbox.pngGGXRD-R2 Venom 6H-2-Hitbox.pngGGXRD-R2 Venom 6H-3-Hitbox.pngGGXRD-R2 Venom 6H-4-Hitbox.png


6H is a move with many uses, and some drawbacks. 6H is very unsafe on block and needs to be special canceled to make it safer. 6H also does not cover directly next to Venom, and as such is not a very reliable way to hit approaching enemies.

  • Can be used as a decent anti-air near f.S range.
  • Is one of Venom's essential combo enders.
  • In the corner often combos into QV.
  • 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.

Air Normals

j.P
j.P
Ggxrd venom jp.png
GGXRD-R2 Venom jP-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.P
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
10[28] High / Air 7 6 9 0 3 8 CSJ YRP 144
Ggxrd venom jp.png
GGXRD-R2 Venom jP-Hitbox.png


j.P is a decent air-to-air, and a good button to option select air-throw with.

  • j.P and j.S chain back and forth with each other to extend air block strings.
  • Useful to hit balls slowly and horizontally through the air.

Gatling Options: j.P, j.K, j.S, j.H, j.D

j.K
j.K
Ggxrd venom jk.png
GGXRD-R2 Venom jK-Hitbox.png

Ball hitter

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.K
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
12[32] High / Air 9 12 12 2 10 7 S YRP 264
Ggxrd venom jk.png
GGXRD-R2 Venom jK-Hitbox.png


j.K is a very useful button for hitting balls due to its large number of active frames, and large hitbox. The hurtbox is much larger than the hitbox, and as such is not a strong air-to-ground button without balls to cover for it. The large number of active frames allows the Venom player to use j.K early in a jump, recover, and use another air normal afterwards.

  • Has a small crossup hitbox.
  • Hits balls downward at moderate speed.

Gatling Options: j.P, j.S, j.D

j.S
j.S
Ggxrd venom js.png
GGXRD-R2 Venom jS-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.S
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
22[37] High / Air 7 5 21 2 10 7 SJ YRP 264
Ggxrd venom js.png
GGXRD-R2 Venom jS-Hitbox.png


j.S is Tied with j.P for Venom's fastest air normal and is also jump cancelable. Due to this, j.S is useful in a number of situations such as in air-block-strings, air combos, and hitting balls.

  • Has a generous hitbox below Venom that can crossup.
  • Jump cancelable.
  • Hits balls downward diagonally at a high speed.

Gatling Options: j.P, j.H, j.D

j.H
j.H
Ggxrd venom jhs.png
GGXRD-R2 Venom jH-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.H
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
32[46] High / Air 10 8 18 2 10 7 S YRP 264
Ggxrd venom jhs.png
GGXRD-R2 Venom jH-Hitbox.png


j.H is a potent air-to-ground button due to the deep hitbox relative to Venom's hurtbox. j.H has significant untech time allowing the player to delay their next button, or simply let j.H send the enemy down to the ground.

  • Hits balls very quickly at a 45 ° angle.

Gatling Options: j.D

j.D
j.D
Ggxrd venom jd.png
Calendar!
GGXRD-R2 Venom jD-Hitbox.png
Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.D
normal
Damage Guard Startup Active Recovery On-Block Level R.I.S.C. Gain R.I.S.C. Loss Cancel Roman Tension Prorate Invuln
36[48] High / Air 12 6 22 + 5 Landing Recovery 3 14 6 S YRP 384
Ggxrd venom jd.png
GGXRD-R2 Venom jD-Hitbox.png


Venom's j.D covers 160 °s around him reaching past both of his knees, and far above his head. j.D has some use during oki after j.H knockdown, and in uncrouchable setups. j.D is a very useful combo tool because it keeps the enemies airborn with its long untech time.

  • 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.