Difference between revisions of "Venom (GGAC)"

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'''Defense Modifier: x1.06'''<br/>
 
'''Defense Modifier: x1.06'''<br/>
 
'''Stun Resistance: 60'''<br/>
 
'''Stun Resistance: 60'''<br/>
'''Strengths:''' <br/>
+
'''Strengths: Great pressure, good poking and neutral, can rush down or zone, good anti-air, and is decently strong in every offensive aspect of the game. Ball setups allow him to be extremely versatile.''' <br/>
'''Weaknesses:''' <br/>
+
'''Weaknesses: Low health and guts, no reversals or any way to get out of pressure outside of system mechanics. ''' <br/>
 
'''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash
 
'''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash
  

Revision as of 22:47, 29 December 2012

Venom

Overview

Guts Rating: 1
Defense Modifier: x1.06
Stun Resistance: 60
Strengths: Great pressure, good poking and neutral, can rush down or zone, good anti-air, and is decently strong in every offensive aspect of the game. Ball setups allow him to be extremely versatile.
Weaknesses: Low health and guts, no reversals or any way to get out of pressure outside of system mechanics.
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash

Move List

See also: Venom Full Frame Data

Note for the Guard section in the tables:

  • H: can block while standing
  • L: can block while crouching
  • F: can block while in the air only with Faultless Defense
  • All: can be blocked however
  • All attacks can be blocked with aerial Faultless Defense unless stated otherwise.

Normal Moves

Damage values in (paretheses) note the damage or a ball launched by the move in question.

5P
GGAC Venom 5P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
6 (26) 1.44 3 8 1 HLF cGJR 6 3 9 -2

Not such a great poke on its own. Most valuable for its ability to quickly set balls in motion. Hits them very slowly, perfect for chasing after them.

  • 85% prorate


5K
GGAC Venom 5K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 (32) 1.44 3 8 1 HLF GJR 7 3 15 -8

Recovery is a bit long, and its hitbox is less helpful than 2S. Primarily useful as a rare combo move and to sometimes hit balls faster than 5P would.

  • 90% prorate


c.S
GGAC Venom cS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
16x3 (32) 3.84x3 20x3 8x3 5 HLF GJR 5 2,2,7 20 -8

This move is absolutely amazing. In ranges you can use it, this is definitely one of your go-to pokes. Deals massive guard bar on block and offers time to charge a ball in and of itself. Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air, and excellent for option selecting with forward throws. The only bad thing about this move is that you can't do it from further away, so often 2K is the correct 5 frame move to use.

  • 3rd hit launches, 28 untechable frames if opponent was standing.


f.S
GGAC Venom fS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
24 (38) 2.64 10, 7 3 HLF GR 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 that end point, it's a very useful poke that you can generally cancel a ball from. If a ball is in the way, a random f.S can be confirmed to 623D on hit for distance knockdown.


5H
GGAC Venom 5H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
38 (42) 3.84 20 6 5 HLF GR 10 7 18 -6

A fair move in blockstrings and ground combos, though it's not much use as a poke. Does get balls moving very quick quite fast, though. Puts the opponent in enough blockstun so that you can force them to block a Dark Angel, though some characters have ways out of it.

  • Staggers on hit (max 39f)


6P
GGAC Venom 6P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
28 (40) 2.64 10 7 3 HLF GR 10 2 20 -8

Venom's anti-air is not the best, but it accomplishes what you'd really want it to. Has a very vertical hitbox which can make up for its hurtbox not being particularly small. Good in combos thanks to the 6P 6H Carcass Raid chain.

  • 1-4f above-the-knees invuln, 5-11f upper body invuln
  • 15 untechable time on air hit
  • 90% prorate


6H
GGAC Venom 6H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
48 (50) 3.84 20 6 5 HLF GR 15 8 23 -12

This move is gigantic! Swats people out of the sky. Can be used as a kind-of-meh anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. Watch out for its dead zone, though. A staple combo move with its groundbounce and long untechable time.

  • 90% forced prorate
  • Groundbounces, 44f plummet on hit


5D
GGAC Venom 5D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20 (50) 2.64 8 7 3 HF R 23 3(2)3 18 -12

A pretty standard dust that leads to some good things. Launches balls extremely quickly, though thanks to its startup time this is rarely useful.

  • CH state until end of recovery


Dead Angle Attack
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
24 2.64 10 7 3 HF R 11 3 19 -8

Venom has no moves with actual invulnerability and his backstep is pretty mediocre. Thankfully, though, he has this move. Wallsticks, and knocks the opponent across the arena if you're not close enough to a corner.

  • 1-13 invuln, 14-29 throw invuln
  • Wallsticks (100f untechable time, 28f wallstick)
  • 50% prorate


2P
GGAC Venom 2P.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
7 (26) 1.44 3 8 1 HLF cGR 7 4 10 -4

Pretty much a crouching 5P. Useful for ball control and not for much else.

  • 80% prorate


2K
GGAC Venom 2K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
8 (30) 1.44 3 8 1 LF GR 5 3 9 -2

This little kick, though, is really good. Tied with c.S for Venom's fastest normal, a staple low for combo starters and a pretty good poke in general. Its proration is kind of unfortunate, but that's to be expected from 2Ks. Will hit balls flush against the ground.

  • 70% prorate


2S
GGAC Venom 2S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
22 (34) 2.64 10 7 3 HLF GR 6 1 20 -7

Venom's 2S is shockingly fast for the space it covers. A great poke; everything beyond its reach is f.S territory anyway. Will hit at match start distance, and immediately establishes your spacing and control. This is just a move that the opponent must have an answer for.


2H
GGAC Venom 2H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
20x2 (44) 3.84x2 14x2 6x2 4 HLF GR 7 6,3 21 -7

Hits balls at a useful angle, is useful in ground combos and blockstrings. Another move that is sometimes useful as a matchup-specific anti-air, and it raises guard bar by 2x14, which after a c.S will often force it flashing, bar FD.


2D
GGAC Venom 2D.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
19x2 (38) 2.64x2 8x2 7x2 3 LF GR 6 2(11)4 24 -14

Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground when using it which can be useful for going under various things. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen, and can cancel to stinger aim FRC to start an air combo (though it's rare that this is the correct option, it can be useful off various corner setups.) But unfortunately, it's not something you can afford to ever just throw out, because if it whiffs they get a punish for free. Must be cancelled to be any good.

  • 6-33 low stance
  • Second hit untechable for 30 frames
  • In counterhit state until frame 29


j.P
GGAC Venom jP.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10 (28) 1.44 3 8 1 HLF cGR 7 6 9 --

Venom's move for getting balls to move slowly in the air, there's... Really not that much more to it than that.


j.K
GGAC Venom jK.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 (232) 2.64 10 7 3 HF GR 8 12 12 --

Hits balls at a very useful angle and is fairly wide in and of itself.


j.S
GGAC Venom jS.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
12 (32) 2.64 10 7 3 HF GJR 7 3 21 --

Venom's fastest air normal. It's jump cancellable, hits balls at a great angle (if a bit too fast for many setups), and is generally a solid tool. Hits behind it, can be a solid crossup, allows shenanigans like wakeup ball into jumping over them and air dashing back for an unexpected overhead.


j.H
GGAC Venom jH.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
36 (46) 2.64 10 7 3 HF GR 10 8 18 --

Useful in air blockstrings, combos, and setups. Decent air-to-ground poke without a ball. There's not that much to j.H to really write home about, but it's useful. The plummet effect is good for some air strings. And of course, it's useful in ball control.

  • Plummets opponent on hit (16f untechable)


j.D
GGAC Venom jD.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 (50) 2.64 10 10 3 HF GR 7 8 13 --

Another fast Venom air move, this one makes for pretty decent air-to-air and also wallbounces. Can also be useful in air dash blockstrings as if not blocked high in the corner it will wallbounce and you can pick them up with c.S, but watch out for that landing recovery...

  • Wallbounces, 23f untechable
  • 6f landing recovery


Throws

Throw
GGAC Venom throw.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10x7 4.00 -- 6 -- 43dot -- -- -- -- --

A throw with low-average range. The different ways you can combo off of it mean you have a huge amount of setup options afterwards.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames


Air Throw
GGAC Venom airThrow.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10x7 4.00 -- 6 -- 88dot -- -- -- -- --

Can start a small combo if you throw the opponent while very low to the ground. Can often connect 6H,though not against cornered opponents thanks to the dead zone; use 6P 6H or super jump with an air string then.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames


Special Moves

Hit Ball
GGAC Venom hitBall.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
* -/1.44 0 6 3 ANY -- -- -- -- --

Damage depends on what you use to launch it. See values in ( ) by each attack.

  • Chip damage x2


Lightning Ball
GGAC Venom lightningBall.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
* -/0.96x3 0 5x3 3 ANY -- -- -- -- --

Each hit does 1/2 the value normal Hit Ball would do. Lightning Ball hits 3 times.

  • Chip damage x2


Stinger Aim
[4]6S/H
GGAC Venom 46S.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
S 30 (30) 1.50/1.44 0 6 3 ANY F 13 -- 37 total +2
H 46 (46) 1.50/1.44 0 6 3 ANY F 9 -- 48 total -13


Charged Stinger Aim
[4]6[S/H]
GGAC Venom 46S.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
S 22x2~6 (30) 1.50/1.20x2~6 20x2~6 6x2~6 5 ANY F after release 6 -- after release 30 see notes
H 26x2~6 (46) 1.50/1.20x2~6 20x2~6 6x2~6 5 ANY F after release 5 -- after release 44 see notes
Carcass Raid
[2]8S/H
GGAC Venom 28S.png
GGAC Venom 28H.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
S 36 (35) 1.50/1.44 0 6 3 ANY -- 16 -- 34 total +8
H 50 (49) 1.50/1.44 0 6 3 ANY -- 13 -- 48 total -9


Charged Carcass Raid
[2]8[S/H]
GGAC Venom 28S.png
GGAC Venom 28H.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
S 22x2~6 (30) 1.50/1.20x2~6 20x2~6 6x2~6 5 ANY F after release 9 -- after release 30 see notes
H 26x2~6 (46) 1.50/1.20x2~6 20x2~6 6x2~6 5 ANY F after release 6 -- after release 44 see notes


Cancel
During Stinger Aim or Carcass Raid, D
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- total: 5F --


Ball Seisei
214x
GGAC Venom 214X.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- 0.50/- -- -- -- -- -- -- -- -- --
  • In CH state until move ends
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Can cancel into another ball formation on 23F and after
  • If landing during the recovery period, the recovery ends


Dubious Curve
421x
GGAC Venom 421X.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 1.00/3.12 20 6 5 HLF RF 21 3 19 +3


Double Head Morbid
623S/H
GGAC Venom 623S.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
S 17x4 (34) 1.530/2.16x4 10x4 7x4 3 HLF R 9 4x4 16 -6
H 21x4 (40) 2.00/2.64x4 10x4 7x4 3 HLF R 15~ 4x6 18 -6


Mad Struggle
j.236S/H
GGAC Venom j236S.png
Version Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
S 12x4 (37) 1.50/2.40x4 10x4 7x4 3 HA R 18 while airborne 6F after landing +7
H 15x4 (37), 15x3 (40) 1.50/2.40x4, 7.20x3 10x7 7x7 3 HAx4, HLFx3 R 16 while airborne, (5)2,6,2 20 -8


Shoukan Idou
623K
GGAC Venom 623K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- total 21 --

Force Breaks

Stinger Aim
[4]6D
GGAC Venom 46S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
50 (50) -/1.44 0 6 3 ANY F 9 -- total 38 -3


Charged Stinger Aim
[4]6[D]
GGAC Venom 46S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
29x2~6 (50) -/1.20x2~6 20x2~6 6x2~6 5 ANY F after release 5 -- after release 34 see notes


Carcass Raid
[2]8D
GGAC Venom 28H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 (39) -/1.44 0 6 3 ANY -- 13 -- total 32 +7


Charged Carcass Raid
[2]8[D]
GGAC Venom 28H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
25x2~6 (39) -/1.20x2~6 20x2~6 6x2~6 5 ANY -- after release 6 -- after release 25 see notes


Double Head Morbid
623D
GGAC Venom 623S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
14x6 (40) 2.00/- 10x6 3x6 3 HLF R 15~ 4x5,6 22 -14


Mad Struggle
j.236D
GGAC Venom j236S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10,30 (50) -- 20x2 0,9 5 ANY,HA R 14 2(2)2 6 +19


Ball Formations

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.

Overdrives

Dark Angel
214236S
GGAC Venom 214236S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10x28 -- 3x28 2x28 5 ANY -- 7+?? 18 -- total 35 --


Red Hail
j.236236H
GGAC Venom j236236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
26x8 (26) -- -- 6x8 3 ANY -- 10+0 -- total 91 --


Instant Kill

Dimmu Borgir
236236HS
GGAC Venom IK1.png
GGAC Venom IK2.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Fatal -- 20 -- -- ANY -- 15+11 6 33 -20



Strategy

Offense

Defense

Combos

Alternate Color Chart

P K S H D
AC
Venom normal p.gif
Venom normal k.gif
Venom normal s.gif
Venom normal hs.gif
Venom normal d.gif
EX
Venom ex p.gif
Venom ex k.gif
Venom ex s.gif
Venom ex hs.gif
Venom ex d.gif
Slash
Venom slash p.gif
Venom slash k.gif
Venom slash s.gif
Venom slash hs.gif
Venom slash d.gif
#R
Venom reload p.gif
Venom reload k.gif
Venom reload s.gif
Venom reload hs.gif
Venom reload d.gif
Guilty Gear: Accent Core

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System Explanations

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