|
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Line 899: |
Line 899: |
| ===Easy combos=== | | ===Easy combos=== |
| 4gamer filler - better combos coming soon! | | 4gamer filler - better combos coming soon! |
| | |
| 2K > c.S(2) > 2S > 2d - 51 damage | | 2K > c.S(2) > 2S > 2d - 51 damage |
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| |
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Line 909: |
Line 910: |
| ===Intermediate combos=== | | ===Intermediate combos=== |
| 4gamer filler - better combos coming soon! | | 4gamer filler - better combos coming soon! |
| | |
| (Opponent crouching) 2369S > c.S(2) > 41236S > 5P [JC] > IAD > j.S > j.H > j.D > 6H - 112 damage | | (Opponent crouching) 2369S > c.S(2) > 41236S > 5P [JC] > IAD > j.S > j.H > j.D > 6H - 112 damage |
|
| |
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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 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
- Low Health. No reversal or pressure escape options except Dead Angle. Mediocre Anti-Air. Mediocre Backdash.
- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
Move List
- See also: Venom Full Frame Data
Normal Moves
5P
5P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
6
|
Mid
|
CSJR
|
-
|
6
|
3
|
9
|
-2
|
Not a very useful poke on it's own. It's ability to chain into itself can be useful for burst bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!
|
|
5K
5K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
12
|
Mid
|
SJR
|
-
|
7
|
3
|
15
|
-8
|
Recovery is a bit long, but it does in general beat low pokes which can be very useful if you have a read on the opponent. Hit balls faster than 5P would, but not as fast as S normals. Has a pretty good radius below and around Venom for hitting balls as well.
|
|
c.S
c.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
16x3
|
Mid
|
SJR
|
-
|
5
|
2,2,7
|
20
|
-8
|
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, but less so in Xrd. 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. An IMPORTANT note is that the last hit now whiffs on most, if not all 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.
|
|
f.S
f.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
Mid
|
SR
|
-
|
9
|
2
|
18
|
-6
|
Venom's far slash is excellent for controlling space. Though Venom reaches his vulnerable box forward during use, it's pretty fast and it covers a great distance. If you're at maximum distance, it's a very useful poke that you can generally set a ball safely from. This move hits balls faster than 5K, and is especially great for that when the poke would connect with an opponent, the extra blockstun from the ball gives Venom extra frame advantage while you can special cancel the f.S.
|
|
5H
5D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
High
|
R
|
-
|
25
|
3(2)3
|
15
|
-9
|
Venom's dust is pretty standard on its own, and Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. If Venom hits an opponent and a ball with dust, he can use the bounce property to get a combo with the side followup! Also the ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.
|
|
2P
2K
2K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
8
|
Low
|
SR
|
-
|
5
|
3
|
9
|
-2
|
An effective close range poke. 5 frames of startup and decent range. You'll generally go into c.S to confirm or start your pressure from this. Also Venom's best orthodox tick throw setup. Hits balls slowly that are next to the ground, but this is very rare in Xrd.
|
|
2S
2S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
22
|
Mid
|
SR
|
-
|
6
|
2
|
19
|
-7
|
Venom's 2S is shockingly fast for the space it covers. A great poke! Will hit at match start distance, and immediately establishes your spacing and control. If you do need more range, use f.S. Hits balls decently fast, and you can apply similar techniques with ball pressure as you can with f.S.
|
|
2H
2H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20x2
|
-
|
-
|
-
|
7
|
6,3
|
21
|
-7
|
This move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). It's also a situational anti-air. Hits balls upwards and fast.
|
|
2D
2D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20x2
|
Low
|
SR
|
-
|
6
|
1(15)8
|
14
|
-8
|
Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various things as well, but not as effective as past games. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on crouching midscreen opponents. Hits balls low to the ground a moderate speed.
- 7-18 Above Knees Invincibility, 19-29 Low Profile
|
|
6P
6P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
28
|
Mid
|
SR
|
-
|
7
|
3
|
20
|
-9
|
A serviceable anti-air, but not that great either. Still, it's your primary anti-air regardless. Now gatlings into 6HS, although this only combos on counterhit or hitting them with a ball from 6P. Sends balls upward at a moderate speed.
- 1-3, 7-9 Upper Body Invincibility, 4-6 Above Knees Invincibility
|
|
6H
6H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
52
|
Mid
|
SR
|
-
|
15
|
8
|
21
|
-10
|
This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. It has a dead zone near Venom. It knocks down in 99% of situations, so you can use it to confirm hits into knockdowns or finish combos. When the move hits opponents early and in the air, it can combo into QV. Hits balls fast at a variety of angles, but it has too much startup + recovery to be useful for that.
|
|
j.P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
10
|
High/Air
|
CSR
|
-
|
7
|
6
|
-
|
-
|
An occasional air to air. Of note is that j.p and j.s chain back and forth with each other, so you can do j.p, j.s, j.p, j.s etc. to try to keep opponents blocking your air strings. Venom's move for getting balls to move slowly in the air.
|
|
j.K
j.K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
12
|
High/Air
|
SR
|
-
|
9
|
12
|
12
|
-
|
Has a small crossup hitbox. Generally used in combos, hitting balls, or going for air chains, as j.HS is considered the better move for air to ground situations. Hits balls downard at a moderate speed.
|
|
j.S
j.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
High/Air
|
SJR
|
-
|
7
|
5
|
21
|
-
|
Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Venom's only air normal he can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K.
|
|
j.H
j.H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36
|
High/Air
|
SR
|
-
|
10
|
8
|
18
|
-
|
Useful in air blockstrings, combos, and setups. Decent air-to-ground poke without a ball. It's closer to the #Reload version in terms of knockdown in air combos, so it will only knockdown when closer to the ground. Hits balls very quickly at a 45 degree angle.
|
|
j.D
j.D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
High/Air
|
SR
|
-
|
12
|
6
|
22+5 landing recovery
|
-
|
Venom's new j.D covers about 270 degrees around him, letting him hit opponents below, next to, and above him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control!
|
|
Universal Mechanics
Ground Throw
Ground Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,6x7
|
Ground Throw: 75250
|
R
|
-
|
-
|
-
|
-
|
-
|
Venom's throw game is really strong, because he gets immense corner carry from landing a throw. While in a corner, your combo options are more limited, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up gets your corner game started!
|
|
Air Throw
Air Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,6x7
|
Air Throw: 192500
|
R
|
-
|
-
|
-
|
-
|
-
|
Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a stronger option. Can also be used as an anti-air in certain situations.
|
|
Dead Angle Attack
Dead Angle Attack
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20
|
Mid
|
R
|
-
|
13
|
3
|
24
|
-13
|
A very necessary move for Venom. Lacking a reversal attack, this move is one of your best ways to escape pressure and reset the situation back to neutral. Do note your opponents strings and when it's safe to throw it out, if it gets baited successfully, you've wasted 50 meter and your opponent is still in there...
- 1-15 Full, 16-35 Throw Invincible
|
|
Special Moves
Ball Set
Ball Set 214P/K/S/H (Air OK)
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
-
|
-
|
R
|
-
|
-
|
-
|
26 (35)
|
-
|
Places a ball on the screen and shifts other placed balls, location depends on button pressed. Can be cancelled into another ball summon or teleport (the latter by holding the button down). This is THE move for Venom. Knowing where and when to place these is absolutely essential. Learn the formations as listed later on the page, experiment, and of course, have fun!
</gallery>
Balls go into the shown formation when you summon a ball with the corresponding button.
For example, doing K summon, then S summon would go into S formation with only the K and S balls available.
|
|
Ball Hit
Ball Hit
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
26~50
|
All
|
-
|
-
|
1
|
-
|
-
|
-
|
The move you hit a ball with changes it's speed and direction. Balls can hit other balls and get them in motion as well. This will also change the direction of the original ball as well. When you hit a ball with Stinger Aim or Carcass Raid, the original ball will no longer be a "hit ball" and move back/push forward (S/HS respectively) a bit in the direction it was traveling. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally.
|
|
QV
QV 41236P/K/S/H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
Mid
|
R
|
-
|
20~83
|
8
|
Total 38~101
|
-4
|
A new move for Venom in Xrd. You can cancel the recovery into ball summon. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. It's primary use are to end combos with knockdown and balls while squeezing a little extra damage in. It can also be used as a meaty oki tool. Charge it up and meaty it so you're plus on block and have an extra ball out, possibly one that deals multiple hits.
|
|
Teleport
Teleport 623K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
-
|
-
|
R
|
-
|
-
|
-
|
Total 20
|
-
|
Teleports Venom to the newest ball on the screen. Very useful for mobility and positioning. Because it puts you in the air, it lets you make excellent use of j.D. Unlike past games, Venom autocorrects to face the opponents direction after teleporting.
- Teleport completed frame 15
- 7-10 Strike,11-14 Fully Invincible.
|
|
Stinger Aim
Stinger Aim [4]6S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S Level (0/1/2/3)
|
30 22x2 22x3 22x6
|
All
|
R
|
-
|
15~26 27~47 48~74 75~95
|
-
|
Total 43~54 Total 55~75 Total 76~102 Total 77~103
|
-2 -2 5 26
|
H Level (0/1/2/3)
|
30 25x2 25x3 25x6
|
All
|
R
|
-
|
9~20 21~41 42~68 69~89
|
-
|
Total 44~55 Total 56~76 Total 77~103 Total 104~124
|
-9 -9 -2 +19
|
When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move to confirm your stray poke into Stinger Aim combo and followup into a full combo and knockdown. Charging it isn't as useful anymore with the reduced frame advantage unfortunately, but it can have occasional niche uses.
|
|
Carcass Raid
Carcass Raid [2]8S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S
|
36
|
All
|
R
|
-
|
16
|
-
|
Total 32
|
+10
|
HS
|
50
|
All
|
R
|
-
|
13
|
-
|
Total 48
|
-9
|
A very important move. The S version has huge frame advantage on block. Although it covers a very specific portion of the screen, it's use in zoning is limited, more of a pressure tool up close and sometimes at mid range. The HS version controls space very effectively, and when spaced right, has it's own uses for pressure in the corner. However, the HS version disappears is Venom is hit.
|
|
Double Head Morbid
Double Head Morbid 623S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S
|
15x4
|
Mid
|
R
|
-
|
9
|
4x4
|
18
|
-8
|
H
|
18x4
|
Mid
|
R
|
-
|
15~34
|
24
|
18
|
-16
|
Situational move. You can use it to approach when you have multiple balls trailing behind you. You can also use it to confirm from various pokes and RC for a full followup combo. Hits balls directly upward.
|
|
Mad Struggle
Mad Struggle j.236S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S
|
12x4
|
High/Air
|
R
|
-
|
18
|
Until landing
|
6 After Landing
|
+7
|
H
|
-
|
High/Airx4 HLFx3
|
R
|
-
|
16
|
Until Landing (5)2,6,2
|
20
|
-8
|
A strong move. Overhead and frame advtange when done right. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is of course unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo.
- HS Version: 1-7 Strike Invincible after landing.
|
|
Ball Formations
5H
5H
5H
5H
Overdrives
Dark Angel
Dark Angel 2363214S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
10x28
|
All
|
R
|
-
|
7+18
|
-
|
Total 43
|
+84
|
Not as useful as game's past. No longer raises guard meter, and recovery is longer. Could be spending that on the more versatile YRC. Still not completely useless, it gets better the lower your opponents life bar is, so the chip can help you push through damage when guts kicks in big time if they lack the tension to FD. Veteran players should note the command change. Does not affect balls on the screen.
- 7 Full,8-15 Strike Invincible
|
|
Red Hail
Red Hail j.236236HS
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
30x8
|
All
|
R
|
-
|
10+0
|
-
|
Total 91 + 9 after landing
|
-
|
Subpar, especially when Venom has a ton of other options to use his meter. Pretty much only use if your air combo/chip situation will kill them. These may come up a bit more due to Hellfire state.
|
|
Bishop Runout
Bishop Runout 2363214H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
-
|
All
|
R
|
-
|
-
|
-
|
Total 13 (Super Freeze 10)
|
-
|
An interesting, but seldom used move. Absorbs all of Venom's lined up balls to become bigger, stronger, and it will last longer. Will bounce around the screen but after getting hit as well as interact as if it's a ball, but it will turn black and need some cooldown before it can be hit again. Generally not worth it, it's usually better to have the balls on the screen and have 2 YRCs to use them with.
|
|
Giga Machina System in IK mode: 236236H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
DESTROY
|
All
|
-
|
-
|
9+17[5+14]
|
4
|
33
|
-20
|
It seems there's been a few ways to combo into this with the opponent in hellfire. If you happen to get into those situations (such as throwing with 100 meter) go for it. If not, don't.
- 9-45 Fully Invincible[5-38]
- Brackets indicate stats when your opponent has hellfire.
|
|
Strategy
General Tactics
Tips and Tricks
Combos
Easy combos
4gamer filler - better combos coming soon!
2K > c.S(2) > 2S > 2d - 51 damage
(Anti-air) 6P > c.S(2) [JC] > j.S > j.P > j.S [JC] > j.P > j.S > j.HS > j.D - 126 damage
Throw > 6H > 214P > 6P > 6H - 82 damage
5D > jump > j.D > j.D > j.S > j.P > j.S [JC] > j.K > j.S > j.H > j.236236H - 151 damage
Intermediate combos
4gamer filler - better combos coming soon!
(Opponent crouching) 2369S > c.S(2) > 41236S > 5P [JC] > IAD > j.S > j.H > j.D > 6H - 112 damage
(Corner) 5d > jump j.S > j.H > j.D [C] > j.236S > c.S(2) > 5H > 41236S > 5P > 6H - 118 damage
(Corner) 2D > [4]6H [RC] > IAD j.S > j.H > j.D > 6H > 41236K > 6P > 6H (176 damage)