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
Defense Modifier: x1.06
Guts Rating: 1?
Stun Resistance: 60?
Jump Startup: 4F
Backdash Time: 13F
Backdash Invincibility: 1-7F
Move List
- See also: Venom Full Frame Data
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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6P
6P |
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6H
6H |
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j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Special Moves
Ball Set
Ball Set 214P/K/S/H (Air OK) |
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Ball Hit
Ball Hit |
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QV
QV 41236P/K/S/H |
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Teleport
Teleport 623K |
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Stinger Aim
Stinger Aim [4]6S/H |
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Carcass Raid
Carcass Raid [2]8S/H |
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Double Head Morbid
Double Head Morbid 623S/H |
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Mad Struggle
Mad Struggle j.236S/H |
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Ball Formations
5H
P Formation | 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. Note that the P ball cannot be hit by 2S, despite how low it goes. 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 | K Formation puts a ball above Venom. You'll use it for K Ball oki on knockdowns (description coming 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). |
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5H
S formation | Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space, but overall, it's the weakest formation in neutral. |
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5H
HS formation | 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 Venom's best 2 ball zoning formation, as far as I've seen. |
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Overdrives
Dark Angel
Dark Angel 2363214S |
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Red Hail
Red Hail j.236236HS |
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Bishop Runout
Bishop Runout 2363214H |
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Instant Kill
Giga Machina System in IK mode: 236236H |
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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)