Normal Moves
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
5P
5P |
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One of Venom's primary ball hitting buttons. 5P's ability to chain into itself is useful for baiting bursts and DAAs.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D |
5K
5K |
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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.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 6H, 5D, 2D |
c.S
c.S |
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c.S is the main basis of Venom's close combat.
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 |
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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.
Gatling Options: 2S, 5H, 2H, 5D, 2D |
5H
5D
5D |
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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.
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2P
2P |
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Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H |
2K
2K |
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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.
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 |
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2S is one of Venom's best pokes. Despite its appearance 2S is not a low and cannot be used as a mixup.
Gatling Options: 5H, 2D, 5D, 2D |
2H
2H |
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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.
Gatling Options: 5D, 2D |
2D
2D |
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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.
Supplementary Frame Data:
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6P
6P |
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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.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D Supplemental Frame Data:
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6H
6H |
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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.
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Air Normals
j.P
j.P |
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j.P is a decent air-to-air, and a good button to option select air-throw with.
Gatling Options: j.P, j.K, j.S, j.H, j.D |
j.K
j.K |
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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.
Gatling Options: j.P, j.S, j.D |
j.S
j.S |
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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.
Gatling Options: j.P, j.H, j.D |
j.H
j.H |
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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.
Gatling Options: j.D |
j.D
j.D |
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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.
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