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Line 722: |
Line 722: |
| {{MoveData-P4M | | {{MoveData-P4M |
| |name=Cancel | | |name=Cancel |
| |input=During Stinger Aim or Carcass Raid, D | | |input=During Stinger Aim or Carcass Raid, P |
| |data= | | |data= |
| {{AttackData-GGAC | | {{AttackData-GGAC |
Line 737: |
Line 737: |
| |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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| }} | | }} |
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
|
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.
|
|
5K
|
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.
|
|
c.S
|
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
|
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
|
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
|
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
|
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
|
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
|
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.
|
|
2K
|
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.
|
|
2S
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
*
|
-/1.44
|
0
|
6
|
3
|
ANY
|
--
|
--
|
--
|
--
|
--
|
Damage and projectile travel speed depends on what you use to launch it. See values in ( ) by each attack.
|
|
Lightning Ball
|
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.
|
|
Stinger Aim [4]6S/H
|
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
|
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.
|
|
Charged Stinger Aim [4]6[S/H]
|
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
|
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.
|
|
Carcass Raid [2]8S/H
|
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
|
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.
|
|
Charged Carcass Raid [2]8[S/H]
|
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
|
Charging Carcass Raid isn't as useful as Stinger Aim overall, but the option is there.
|
|
Cancel During Stinger Aim or Carcass Raid, P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
total: 5F
|
--
|
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.
|
|
Ball Seisei 214x
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
0.50/-
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
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!
- 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
|
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
|
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.
|
|
Double Head Morbid 623S/H
|
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
|
Very situational move. The main use is to advance across the screen with balls covering you.
|
|
Mad Struggle j.236S/H
|
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
|
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.
|
|
Shoukan Idou 623K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
total 21
|
--
|
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.
|
|
Force Breaks
Charged Stinger Aim [4]6[D]
|
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
|
|
Charged Carcass Raid [2]8[D]
|
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
|
|
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
Instant Kill
Strategy
Combos
Alternate Color Chart
Click [★] for character's full frame data