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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 | ||
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==Normal Moves== | ==Normal Moves== | ||
Damage values in (paretheses) note the damage or a ball launched by the move in question. | |||
{{MoveData-P4M | {{MoveData-P4M | ||
|name=5P | |name=5P | ||
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|staticDiff=-8 | |staticDiff=-8 | ||
|description= | |description= | ||
Recovery is a bit long, | 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. | ||
*90% prorate | *90% prorate | ||
}} | }} | ||
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|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 | 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. | *3rd hit launches, 28 untechable frames if opponent was standing. | ||
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|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. | ||
}} | }} | ||
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|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) | ||
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|staticDiff=-8 | |staticDiff=-8 | ||
|description= | |description= | ||
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. | 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. (note, picture is for ACR 6p, not AC). | ||
*1-4f above-the-knees invuln, 5-11f upper body invuln | *1-4f above-the-knees invuln, 5-11f upper body invuln | ||
*15 untechable time on air hit | *15 untechable time on air hit | ||
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|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 | ||
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{{MoveData-P4M | {{MoveData-P4M | ||
|name=Dead Angle Attack | |name=Dead Angle Attack | ||
|image= | |image=GGAC_Venom_5K.png | ||
|data= | |data= | ||
{{AttackData-GGAC | {{AttackData-GGAC | ||
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|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. | ||
}} | }} | ||
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|staticDiff=-7 | |staticDiff=-7 | ||
|description= | |description= | ||
Hits balls at a useful angle, is useful in ground combos and blockstrings. | 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. | ||
}} | }} | ||
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|staticDiff=-14 | |staticDiff=-14 | ||
|description= | |description= | ||
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 | *6-33 low stance | ||
*Second hit untechable for 30 frames | *Second hit untechable for 30 frames | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
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. | 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. | ||
}} | }} | ||
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|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. | 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) | *Plummets opponent on hit (16f untechable) | ||
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|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 | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
Damage depends on what you use to launch it. See values in ( ) by each attack. | Damage and projectile travel speed depends on what you use to launch it. See values in ( ) by each attack. | ||
*Chip damage x2 | *Chip damage x2 | ||
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|description= | |description= | ||
}} | }} | ||
{{AttackDataNoHeader-GGAC | {{AttackDataNoHeader-GGAC | ||
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|staticDiff=-13 | |staticDiff=-13 | ||
|description= | |description= | ||
One of Venom's most important special moves. Can be used to shoot balls at a distance or to pressure up close. The FRC is essential for pressure, and can extend your combos, usually causing knockdown. Also note you can shoot summoned balls in straight lines that are around Venom. | |||
}} | }} | ||
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|staticDiff=see notes | |staticDiff=see notes | ||
|description= | |description= | ||
The charged version is mostly used for okizeme. Cancel into Stinger Aim from a sweep, hold the button, and let it rip. Remember to adjust for character wake up times when necessary. | |||
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|staticDiff=-9 | |staticDiff=-9 | ||
|description= | |description= | ||
Another important move for Venom. Both versions have their uses for shooting balls at specific angles. The S version is especially useful in pressure for the huge frame advantage. | |||
}} | }} | ||
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|staticDiff=see notes | |staticDiff=see notes | ||
|description= | |description= | ||
Charging Carcass Raid isn't as useful as Stinger Aim overall, but the option is there. | |||
}} | }} | ||
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{{MoveData-P4M | {{MoveData-P4M | ||
|name=Cancel | |name=Cancel | ||
|input=During Stinger Aim or Carcass Raid, | |input=During Stinger Aim or Carcass Raid, P | ||
|data= | |data= | ||
{{AttackData-GGAC | {{AttackData-GGAC | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
Cancelling the charge is pretty strong when you can get your opponent to respect you. You can then go for a throw or continue pressure. Another use is to recover faster if your opponent is already moving away from where the shot will go. | |||
}} | }} | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
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! | |||
{{ColumnList | {{ColumnList | ||
|text= | |text= | ||
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|staticDiff=+3 | |staticDiff=+3 | ||
|description= | |description= | ||
Another important move. On hit causes lightning balls as opposed to the normal balls. Also causes ground slide on hit (FRC will let you follow up). Plus on block, but the long startup time can get you hit or slashback'd against advanced players. Can cancel some recovery time into a summon on block or hit. | |||
}} | }} | ||
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|staticDiff=-6 | |staticDiff=-6 | ||
|description= | |description= | ||
Very situational move. The main use is to advance across the screen with balls covering you. | |||
}} | }} | ||
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|staticDiff=-8 | |staticDiff=-8 | ||
|description= | |description= | ||
A strong move. Learn to TK this move, both out of your run, and while doing c.S. 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. | |||
}} | }} | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
Teleport to the on screen ball that has been around longest. If there was no summoned ball, Venom teleports straight up. This move can both get you out of situations and set up some offense, but you need to plan it out. | |||
}} | }} | ||
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|recovery=total 38 | |recovery=total 38 | ||
|staticDiff=-3 | |staticDiff=-3 | ||
|description= | |description=Strikes a ball extremely quickly, can be useful for sniping across the screen. The ball it creates, and balls struck by it, stops in place after hitting another ball, while retaining its hitbox. Depending on how you set things up this can be useful for zoning and defense. | ||
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|staticDiff=see notes | |staticDiff=see notes | ||
|description= | |description= | ||
}} | }} | ||
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|recovery=total 32 | |recovery=total 32 | ||
|staticDiff=+7 | |staticDiff=+7 | ||
|description= | |description=The ball it creates, and balls struck by it, stop in place after hitting another ball, while retaining their hitbox. While this is more helpful on defense for stinger aim, with carcass raid various setups let you freeze a ball over the opponent's head on wakeup to keep them from jumping out of your pressure. | ||
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|staticDiff=-14 | |staticDiff=-14 | ||
|description= | |description= | ||
A vast improvement over the regular versions. Knockdown is guaranteed 99% of the time, making it a great combo ender. | |||
}} | }} | ||
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|staticDiff=+19 | |staticDiff=+19 | ||
|description= | |description= | ||
Another move to learn to TK, this move leads to some of Venom's most damaging, though very practical combos. Huge plus frames on block, and cranks the guard bar. Free mixup on block because its incredible blockstun gives you time to recover in the air and air dash or land and low or whatever else you might reasonably want. | |||
}} | }} | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
One of the best overdrives in the game! Huge frame advantage, pushes people towards the corner as well! Will either do significant chip or drain most of their tension if they faultless defense. Lets you setup a formation or mixup of your choice. Also note that this move does not affect your summoned balls in any way. | |||
}} | }} | ||
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|staticDiff=-- | |staticDiff=-- | ||
|description= | |description= | ||
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. | |||
}} | }} | ||
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|staticDiff=-20 | |staticDiff=-20 | ||
|description= | |description= | ||
Well it looks cool at least. With the exception of certain situations against ABA, this is only a troll move. | |||
}} | }} |
Revision as of 13:32, 2 April 2013
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 |
---|
5K |
---|
c.S |
---|
f.S |
---|
5H |
---|
6P |
---|
6H |
---|
5D |
---|
Dead Angle Attack |
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2P |
---|
2K |
---|
2S |
---|
2H |
---|
2D |
---|
j.P |
---|
j.K |
---|
j.S |
---|
j.H |
---|
j.D |
---|
Throws
Throw |
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Air Throw |
---|
Special Moves
Hit Ball |
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Lightning Ball |
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Stinger Aim [4]6S/H |
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Charged Stinger Aim [4]6[S/H] |
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Carcass Raid [2]8S/H |
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Charged Carcass Raid [2]8[S/H] |
---|
Cancel During Stinger Aim or Carcass Raid, P |
---|
Ball Seisei 214x |
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Dubious Curve 421x |
---|
Double Head Morbid 623S/H |
---|
Mad Struggle j.236S/H |
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Shoukan Idou 623K |
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Force Breaks
Stinger Aim [4]6D |
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Charged Stinger Aim [4]6[D] |
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Carcass Raid [2]8D |
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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 |
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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