< GGAC
(→Throws) |
No edit summary |
||
Line 81: | Line 81: | ||
|staticDiff=-8 | |staticDiff=-8 | ||
|description= | |description= | ||
This move is absolutely amazing. In ranges you can use it, this is definitely one of your go-to poke. 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. | This move is absolutely amazing. In ranges you can use it, this is definitely one of your go-to poke. 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. 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. | *3rd hit launches, 28 untechable frames if opponent was standing. | ||
Line 104: | Line 104: | ||
|staticDiff=-6 | |staticDiff=-6 | ||
|description= | |description= | ||
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. | 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. | ||
}} | }} | ||
Line 126: | Line 126: | ||
|staticDiff=-6 | |staticDiff=-6 | ||
|description= | |description= | ||
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. | 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) | *Staggers on hit (max 39f) | ||
Line 174: | Line 174: | ||
|staticDiff=-12 | |staticDiff=-12 | ||
|description= | |description= | ||
This move is gigantic! Swats people out of the sky. Watch out for its dead zone, though. A staple combo move with its groundbounce and long untechable time. | 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 | *90% forced prorate | ||
*Groundbounces, 44f plummet on hit | *Groundbounces, 44f plummet on hit | ||
Line 291: | Line 291: | ||
|staticDiff=-7 | |staticDiff=-7 | ||
|description= | |description= | ||
Venom's 2S is shockingly fast for the space it covers. A great poke; everything beyond its reach is f.S territory anyway. | 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. | ||
}} | }} | ||
Line 335: | Line 335: | ||
|staticDiff=-14 | |staticDiff=-14 | ||
|description= | |description= | ||
Venom's finely tuned assassin skills at their most impressive, | Venom's finely tuned assassin skills at their most impressive, his ability to fall to the ground and flail wildly have been key to many a mission. Covers the range it covers quite well, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground which can be useful for going under various things, but in general it's slow enough that you shouldn't just throw it out because if it whiffs they get a punish for free. Must be cancelled to be any good. | ||
*6-33 low stance | *6-33 low stance | ||
*Second hit untechable for 30 frames | *Second hit untechable for 30 frames | ||
Line 427: | Line 427: | ||
|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
Useful in air blockstrings, combos, and setups. There's not that much to j.H to really write home about, but it's useful. Of course, it's useful in ball control. | 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. Of course, it's useful in ball control. | ||
*Plummets opponent on hit (16f untechable) | *Plummets opponent on hit (16f untechable) | ||
Line 450: | Line 450: | ||
|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
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 | 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 | *Wallbounces, 23f untechable | ||
*6f landing recovery | *6f landing recovery |
Revision as of 05:27, 11 December 2012
Overview
Guts Rating: 1
Defense Modifier: x1.06
Stun Resistance: 60
Strengths:
Weaknesses:
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
5P |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6H |
---|
5D |
---|
Dead Angle Attack |
---|
2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.D |
---|
Throws
Throw |
---|
Air Throw |
---|
Special Moves
Hit Ball |
---|
Lightning Ball |
---|
Stinger Aim [4]6S/H |
---|
Charged Stinger Aim [4]6[S/H] |
---|
Carcass Raid [2]8S/H |
---|
Charged Carcass Raid [2]8[S/H] |
---|
Cancel During Stinger Aim or Carcass Raid, D |
---|
Ball Seisei 214x |
---|
Dubious Curve 421x |
---|
Double Head Morbid 623S/H |
---|
Mad Struggle j.236S/H |
---|
Shoukan Idou 623K |
---|
Force Breaks
Stinger Aim [4]6D |
---|
Charged Stinger Aim [4]6[D] |
---|
Carcass Raid [2]8D |
---|
Charged Carcass Raid [2]8[D] |
---|
Double Head Morbid 623D |
---|
Mad Struggle j.236D |
---|
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 |
---|
Red Hail j.236236H |
---|
Instant Kill
Dimmu Borgir 236236HS |
---|
Strategy
Offense
Defense
Combos
Alternate Color Chart
P | K | S | H | D | |
---|---|---|---|---|---|
AC | |||||
EX | |||||
Slash | |||||
#R |
- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- File:GGAC Justice Icon.png Justice [★]
- File:GGAC Kliff Undersn Icon.png Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
Click [★] for character's full frame data
• HUD •
Controls •
Frame Data & System Data
• Movement/Canceling •
Offense •
Defense •
Damage/Combo System •
Gauges •
Misc