GGXRD/Venom: Difference between revisions

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==Overview==
==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 is immensely satisfying to play!
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
;Strengths

Revision as of 01:35, 13 November 2014

Venom

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
Ggxrd venom 5p.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 HLF CSJR - 6 3 9 -2

Not a very useful poke on it's own. It's ability to chain into itself can be useful for burst bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!

  • 85% prorate
5K
5K
Ggxrd venom 5k.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 HLF SJR - 7 3 15 -8

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. Has a pretty good radius below and around Venom for hitting balls as well.

  • 90% prorate
c.S
c.S
Ggxrd venom cs.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
16x3 HLF SJR - 5 2,2,7 20 -8

The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air, but less so in Xrd. Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use. An IMPORTANT note is that the last hit now whiffs on most, if not all crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though.

f.S
f.S
Ggxrd venom fs.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 HLF SR - 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 maximum distance, it's a very useful poke that you can generally set a ball safely from. This move hits balls faster than 5K, and is especially great for that when the poke would connect with an opponent, the extra blockstun from the ball gives Venom extra frame advantage while you can special cancel the f.S.

5H
5H
Ggxrd venom 5h.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
42 HLF SR - 10 7 15 -3

Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there!

5D
Ggxrd venom 5d.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 HF R - 25 3(2)3 15 -9

Venom's dust is pretty standard on its own, and Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. If Venom hits an opponent and a ball with dust, he can use the bounce property to get a combo with the side followup! Also the ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.

  • 80% prorate
2P
2P
Ggxrd venom 2p.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
6 HLF CSR - 7 4 10 -4

Not very useful as a poke. But it can be useful to hit balls slowly in places where 5P and 2K can't reach.

  • 80% prorate
2K
2K
Ggxrd venom 2k.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
8 LF SR - 5 3 9 -2

An effective close range poke. 5 frames of startup and decent range. You'll generally go into c.S to confirm or start your pressure from this. Also Venom's best orthodox tick throw setup. Hits balls slowly that are next to the ground, but this is very rare in Xrd.

  • 70% proration
2S
2S
Ggxrd venom 2s.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
22 HLF SR - 6 2 19 -7

Venom's 2S is shockingly fast for the space it covers. A great poke! Will hit at match start distance, and immediately establishes your spacing and control. If you do need more range, use f.S. Hits balls decently fast, and you can apply similar techniques with ball pressure as you can with f.S.

2H
2H
Ggxrd venom 2h.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20x2 - - - 7 6,3 21 -7

This move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). It's also a situational anti-air. Hits balls upwards and fast.

2D
2D
Ggxrd venom 2d.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20x2 LF SR - 6 1(15)8 14 -8

Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various things as well, but not as effective as past games. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on crouching midscreen opponents. Hits balls low to the ground a moderate speed.

  • 7-18 Above Knees Invincibility, 19-29 Low Profile
6P
6P
Ggxrd venom 6p.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
28 HLF SR - 7 3 20 -9

A serviceable anti-air, but not that great either. Still, it's your primary anti-air regardless. Now gatlings into 6HS, although this only combos on counterhit or hitting them with a ball from 6P. Sends balls upward at a moderate speed.

  • 1-3, 7-9 Upper Body Invincibility, 4-6 Above Knees Invincibility
6H
6H
Ggxrd venom 6h.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
52 HLF SR - 15 8 21 -10

This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. It has a dead zone near Venom. It knocks down in 99% of situations, so you can use it to confirm hits into knockdowns or finish combos. When the move hits opponents early and in the air, it can combo into QV. Hits balls fast at a variety of angles, but it has too much startup + recovery to be useful for that.

j.P
Ggxrd venom jp.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10 HA CSR - 7 6 - -

An occasional air to air. Of note is that j.p and j.s chain back and forth with each other, so you can do j.p, j.s, j.p, j.s etc. to try to keep opponents blocking your air strings. Venom's move for getting balls to move slowly in the air.

j.K
j.K
Ggxrd venom jk.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
12 HA SR - 9 12 12 -

Has a small crossup hitbox. Generally used in combos, hitting balls, or going for air chains, as j.HS is considered the better move for air to ground situations. Hits balls downard at a moderate speed.

j.S
j.S
Ggxrd venom js.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
24 HA SJR - 7 5 21 -

Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Venom's only air normal he can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K.

j.H
j.H
Ggxrd venom jhs.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
36 HA SR - 10 8 18 -

Useful in air blockstrings, combos, and setups. Decent air-to-ground poke without a ball. It's closer to the #Reload version in terms of knockdown in air combos, so it will only knockdown when closer to the ground. Hits balls very quickly at a 45 degree angle.

j.D
j.D
Ggxrd venom jd.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
40 HA SR - 12 6 22+5 landing recovery -

Venom's new j.D covers about 270 degrees around him, letting him hit opponents below, next to, and above him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control!


Universal Mechanics

Ground Throw
Ground Throw
Ggxrd venom groundthrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,6x7 Range 75250 R - - - - -

Venom's throw game is really strong, because he gets immense corner carry from landing a throw. While in a corner, your combo options are more limited, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up gets your corner game started!

Air Throw
Air Throw
Ggxrd venom airthrow.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
0,6x7 Range 192500 R - - - - -

Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a stronger option. Can also be used as an anti-air in certain situations.

Dead Angle Attack
Dead Angle Attack
Ggxrd venom 5k.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
20 HLF R - 13 3 24 -13

A very necessary move for Venom. Lacking a reversal attack, this move is one of your best ways to escape pressure and reset the situation back to neutral. Do note your opponents strings and when it's safe to throw it out, if it gets baited successfully, you've wasted 50 meter and your opponent is still in there...

  • 1-15 Full, 16-35 Throw Invincible


Special Moves

Ball Set
Ball Set
214P/K/S/H
Ggxrd venom ballset.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - R - - - 26 ground/35 air -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Ball Hit
Ball Hit
Ggxrd venom ballset.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
26~50 All - - 1 - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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QV
QV
41236P/K/S/H
Ggxrd venom qv.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
25 HLF R - 20~83 8 Total 38~101 -4
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Teleport
Teleport
623K
Ggxrd venom teleport.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- - R - - - Total 20 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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==
Stinger Aim
[4]6S/H
Ggxrd venom stingeraim.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S, uncharged 30 All R - 15~26 - Total 43~54 -2
S, level 1 charge 22x2 All R - 27~47 - Total 55~75 -2
S, level 2 charge 22x3 All R - 48~74 - Total 76~102 5
S, level 3 charge 22x6 All R - 75~95 - Total 77~103 26
H, uncharged 42 All R - 9~20 - Total 44~55 -9
H, level 1 charge 25x2 ALL R - 21~41 - Total 56~76 -9
H, level 2 charge 25x3 All R - 42~68 - Total 77~103 -2
H, level 3 charge 25x6 All R - 69~89 - Total 104~124 +19
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Carcass Raid
Carcass Raid
[2]8S/H
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 36 All R - 16 - Total 32 +10
HS 50 All R - 13 - Total 48 -9
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Double Head Morbid
Double Head Morbid
623S/H
Ggxrd venom doubleheadmorbid.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 15x4 HLF R - 9 4x4 18 -8
H 18x4 HLF R - 15~34 24 18 -16
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Mad Struggle
Mad Struggle
j.236S/H
Ggxrd venom madstruggle.png
Version Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
S 12x4 HA R - 18 Until landing 6 After Landing +7
H - HAx4 HLFx3 R - 16 Until Landing (5)2,6,2 20 -8
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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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
Dark Angel
2363214S
Ggxrd venom darkangel.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
10x28 All R - 7+18 - Total 43 +84
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Red Hail
Red Hail
j.236236HS
Ggxrd venom redhail.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
30x8 All R - 10+0 - Total 91 + 9 after landing -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Bishop Runout
Bishop Runout
2363214H
Ggxrd venom bishoprunout.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
- All R - - - Total 13 (Super Freeze 10) -
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Instant Kill

Giga Machina System
in IK mode: 236236H
Ggxrd venom gigamachinasystem.png
Damage Guard Cancel Roman Startup Active Recovery Frame Adv.
DESTROY All - - 9+17[5+14] 4 33 -20
  • List what the move is used for
  • List interesting properties in bullet points like invul, floating opponents on CH, etc.

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Strategy

General Tactics

Tips and Tricks

Combos


Guilty Gear Xrd -SIGN-e
Click [*] for character's frame data
System Explanations

HUDControlsFrame DataSystem Data


Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesTension/Burst GaugeMisc