Overview
Guilty Gear's resident baker armed with a pool cue; Venom is unique even within the world of Guilty Gear. The pool cue is not only for style but also is an integral part of his gameplay. He has the ability to place pool balls on screen in various formations and hit the balls with his normals, specials, and even other balls. Although this does give Venom the ability to zone his strongest feature is his ability to set up pressure and mixups. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defence due to his lack of reversals. When one capitalizes on his strengths, Venom is a strong and versatile character with great room for creative expression.
Venom works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. Venom lacks any form of defensive tool outside of the universal game mechanics, and as such suffers greatly when the enemy gets past his neutral tools.
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Defense |
x1.03 |
Guts Rating |
1 |
Weight |
[100] Medium |
Stun Resistance |
60 |
Prejump |
4F |
Backdash |
13F (1~7F invuln) |
Wakeup Timing |
21F (Face Up)/ 26F (Face Down) |
Unique Movement Options |
Teleport |
Fastest Attack |
2K, c.S (5F) |
Reversals |
2363214D (7+18F) |
| |
Pros | Cons |
|
|
Unique Mechanics
Venom has a special which places a ball on the screen and shifts other placed balls into one of many predefined formations. The balls which Venom has placed on the screen do absolutely nothing on their own, but can be interacted with in a number of different ways. Balls can be hit with Venom's normals to launch the balls at varying speeds and angles. Balls can be hit by other balls, much like balls in real life pool, to cover yet more angles. And balls can be teleported to.
Charged Balls
Venom's balls can be one of 4 levels: 0, 1, 2, and 3. Whenever venom manually sets a ball or fires a ball with Carcass Raid, the ball will be level 0. Venom's Stinger Aim and QV specials that "level up" when the button is held. These specials become active after the button is released. If two balls which were set manually collide, the balls will cause each other to move with a new trajectory, but the balls will not level up. If a ball is hit by a special move one the ball hit by the special move ball will be launched normally, and the special move ball will travel with either topspin or backspin.
Spin
Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball. Back-Spin is an alternate ball movement that places the resultant ball "backwards" towards Venom and works as follows:
- To backspin a Stinger press down at approximately the time that the stinger ball is created.
- To backspin a Carcass Raid press back instead.
When no Back-Spin is not performed, the default spin, Top-Spin, will occur.
Normal Moves
StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. Frames | |
ActiveThe active frames of an attack refers to the amount of time an attack can hit the opponent. Frames | |
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames | |
RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames | |
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames | |
ProjectileIndicates an entity that exists separately from the character was spawned. Usually something like a FireballA projectile which usually travels slowly across the screen in a horizontal path above the ground.. Spawn | |
CancelA window in which to cancel a move. Can be varied in usage. Window |
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
5P
One of Venom's primary ball hitting buttons. 5P's ability to chain into itself is useful for baiting bursts and DAAs.
- Hits balls horizontally at a very low speed.
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12[32] | Mid | 7 | 3 | 15 | -8 |
5K is Venom's primary low crush normal. The reward for landing it outside of c.S range is small. 5K is especially useful for hitting balls when one needs the balls to travel faster than 5P but slower than f.S.
- Has the least pushback of all of Venom's normals.
- Hits balls horizontally with moderate speed.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 90% | 0 | 3 | 8 |
c.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
16×3[32] | Mid | 5 | 2,2,7 | 20 | -8 |
c.S is the main basis of Venom's close combat. A fast and ideal combo tool and pressure starter that allows him to fully charge a Stinger AimGuard:
AllStartup:
27~47Recovery:
Total 55~75Advantage:
+6 or Carcass RaidGuard:
AllStartup:
16Recovery:
Total 32Advantage:
+10.
Tied for Venom's fastest button with 2K, and can be freely chained into and out of it. As one of Venom's main combo starters, the fact that it's jump cancelable during any one of the 3 hits makes it a dangerous burst point for the opponent. Makes for a great Throw OSInput 6S+H to get a c.S when the opponent would be throw invulnerable (such as when airborne or backdashing) option thanks to its long active frames. Can also be situationally used as an anti air with great reward on counter hit.
- Builds large amounts of R.I.S.C with 3 level 4 hits.
- Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
- Note: the last hit whiffs on most crouching charactersc.S(3) hits crouching against Potemkin, Bedman, Haehyun, and Leo. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.
Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 8 |
f.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
24[38] | Mid | 9 | 2 | 18 | -6 |
Venom's f.S is excellent for controlling space as one of his longest reaching pokes. Though Venom extends his hurtbox forward, it is pretty fast and covers a great distance.
While he might not get much reward from hitting it at max range, it can be used to safely cancel into a ball set in order to get balls on screen when normally one would not have time to do so. f.S becomes especially useful when combined with a ball hit which improves its frame advantage.
- Hits balls horizontally with high speed
Gatling Options: 2S, 5H, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
5H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
42[42] | Mid | 10 | 7 | 15 | -3 |
A specialized normal used for high blockstun, shooting balls during combos, an an occastional combo starter.
Not very useful in neutral or on its own when not shooting a ball or mid combo. In the corner, it pushes Venom back far enough to be used in crouching confirms like sQV or to hit balls that were set behind him.
- Launches balls at a very high speed.
- Staggers on counterhit.
- Very strong starter against crouching opponents.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
5D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25[50] | High | 25 | 3(2)3 | 15 | -9 |
A standard 5D with a unique gimmick attached. When Venom's dust attack hits a ball, the ball will travel until it either hits a target or touches the wall. If the ball launched by this attack touches the wall, it will bounce off the wall one time and travel in the opposite direction. This gimmick is rarely useful but can be used in specific setups.
- Launches balls at a very high speed.
- Balls hit with 5D will bounce once.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 2 | 10 | 20 |
- Max 1 Hit
6P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
28[36] | Mid | 7 | 7 | 16 | -9 | 1~3 Upper Body 4~6 Above Knees 7~10 Upper Body |
A 6P so good that it has become a meme. 6P is a reliable anti-air and occasional poke.
Although 6P can gatling into many of his other buttons, it cannot combo into 6H on normal hit (unless it was combined with a ball hit, extending the hitstun) and must be jump canceled into an air combo. On counter hit, 6P combos into 6H for a free knockdown.
6P is also useful to counter-poke a large variety of moves such as I-No's Chemical LoveGuard:
AllStartup:
11Recovery:
13+8 After LandingAdvantage:
+3, and Johnny's Level 3 Mist FinerGuard:
AllStartup:
4+4Recovery:
29Advantage:
-7 with varying degrees of risk.
- Sends balls upwards at an angle with moderate speed.
- Inconsistent ability to hit crouching opponents.
Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
6H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
52[48] | Mid | 15 | 8 | 21 | -10 |
6H is a move with many uses, and some drawbacks. 6H is very unsafe on block for an H normal and needs to be special canceled to make it safer, though its sheer range can make it hard for opponents to punish when blocked at a distance.
Great for use as an anti-air, swatting opponents above and in front of venom that try to jump over his neutral pokes like f.S. In combos, 6H is an essential ender thanks to its knockdown properties. In the corner, it also combos into QV.
- Hits balls with the greatest speed of all his buttons.
- 6H has a deadzone directly in front of Venom, and as such is not a very reliable way to hit approaching enemies.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 20 | 6 |
2P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
6[26] | Mid | 7 | 4 | 10 | -4 |
A bit slow for a crouching jab, but has good reach. Notable mostly for its ability to hit low balls, and its ability to chain into itself. Useful in oki and burst safe-routes.
- Hits balls low to the ground at low speed
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 80% | 0 | 3 | 8 |
2K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
8[30] | Low | 5 | 3 | 9 | -2 |
Venom's go-to low and is tied for his fastest button with c.S.
2K is most frequently used to open the enemy up before following up with c.S, tick-throw, or some other form of mixup. Its good speed, decent range, and fair recovery also make it a decent low poke.
- Hits balls low to the ground with low speed.
- 2K's hitbox is low and shallow enough that it will not hit uncharged balls in any of the standard formations. It requires non-standard situations such as charged Carcass Raid balls or Bishop Runout in order to be used as a ball launcher.
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 70% | 0 | 3 | 8 |
2S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22[34] | Mid | 6 | 2 | 19 | -7 |
2S is one of Venom's best pokes thanks to its speed, reach, utility and overall safety on block.
Blisteringly fast for its long reach - hits most characters at round start range and is tough for opponents to beat due to its long disjoint. Being a crouching normal, it also allows for Venom to charge both Carcass Raid and Stinger Aim simultaneously and choose the appropriate option on block or hit. It's not without flaw however, as it has fairly long recovery which can be exploited by savvy opponents.
- Hits balls low to the ground with high speed.
- Will not hit moves with high profiles (such as Jam's 6H
Guard:
MidStartup:
14Recovery:
22Advantage:
-6) or moves with extremely low profiles (like Sol's Grand ViperGuard:
Lowx2~6,
Midx3Startup:
17Recovery:
37+10 after landingAdvantage:
-56).
Gatling Options: 5H, 2D, 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
2H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20×2[42] | Low, Mid | 10 | 3,5 | 20 | -8 |
Two level 3 hits, the first of which is a low. These attributes makes 2H a solid filler move for blockstrings. The first hit will catch low profile moves such as Sol's Grand Viper, and the second hit can be a situational anti-air.
- First hit launches balls low to the ground with high speed.
- Second hit launches balls upwards at a 45 degree angle with high speed.
Gatling Options: 5D, 2D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 |
2D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20×2 | Low | 6 | 2(14)8 | 14 | -8 | 6~7 Upper Body 8~18 Above Knees 19~29 Low Profile 30~32 Above Knees |
A reliable and consistent long range knockdown that sets up K Ball okizeme. Has generous low profile frames after the first hit which can give it use as a counterpoke or abare option.
2D is the most reliable way to secure a knockdown when one is unable to combo into 6H or QV. 2D is also a great unprorated combo starter under niche circumstances, such as when a charge is stored for Carcass Raid in the corner, and in certain midscreen setups. 2D can also be used as one of Venom's better abare buttons due to its speed, low profile, and good reward on counter hit, however, its recovery is CH state, making dangerous to whiff, especially due to the long total duration of the move.
- Fast and 2 hits - the second of which has additional range.
- High reward in the corner with 2D(1) sCR.
- Hits balls low to the ground with low speed.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.P
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
10[28] | High / Air | 7 | 6 | 9 |
j.P is a decent air-to-air, and a good button to option selectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations. air-throw with. j.P and j.S chain back and forth with each other to extend air block strings.
- Useful to hit balls slowly and horizontally through the air.
Gatling Options: j.P, j.K, j.S, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 8 |
j.K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
12[32] | High / Air | 9 | 12 | 12 |
j.K is a very useful button for hitting balls due to its large number of active frames, and large hitbox.
Venom's hurtbox extends past the hitbox during this move, and as such is not a strong air-to-ground button without balls to cover for it (such as during K ball okizeme). The large number of active frames allows Venom to use j.K early in a jump, recover, and use another air normal afterwards.
- Has a small crossup hitbox.
- Hits balls downward at moderate speed.
Gatling Options: j.P, j.S, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.S
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
22[37] | High / Air | 7 | 5 | 21 |
j.S is Tied with j.P for Venom's fastest air normal and is also jump cancelable. Due to this, j.S is useful in a number of situations such as in air-block-strings, air combos, and hitting balls.
- Has a generous hitbox below Venom that can crossup.
- Jump cancelable.
- Hits balls downward diagonally at a high speed.
Gatling Options: j.P, j.H, j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
32[46] | High / Air | 10 | 8 | 18 |
j.H is a potent air-to-ground button due to the deep hitbox relative to Venom's hurtbox. j.H has significant untech time allowing the player to delay their next button, or simply let j.H send the enemy down to the ground.
- Hits balls very quickly at a 45 degree angle.
Gatling Options: j.D
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 10 | 7 |
j.D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
36[48] | High / Air | 12 | 6 | 22 + 5 Landing Recovery |
A very useful combo tool because it keeps the enemies airborne with its long untech time. j.D has some use during oki after j.H knockdown, and in uncrouchable setups. It can also be used as an occasional air-to-air for opponents directly above Venom thanks to its disjointed hitbox.
- Pops opponents up slightly into the air. Launches on counterhit.
- Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
3 | 14 | 6 |
Universal Mechanics
Ground Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,6×7 | Ground Throw: 75250 | 1 |
Turns the opponent into a giant cue ball that Venom can hit to confirm into a combo.
Venom gets immense corner carry from throws. While the throw itself does very little damage, the followup combo and oki makes this one of the most rewarding throws both in terms of meterless damage and mixup. While in a corner, Venom's throw combo options change.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 50% | 0 | NA | 6,0 |
- Stun value: 3×7
Air Throw
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
0,6×7 | Air Throw: 192500 | 1 |
Although this cannot be combo'ed from when performed far above the ground, it can lead to increasingly large combos the closer to the ground it is performed. Air throw is also very valuable as an anti-air under the right circumstances, such as when opponents are in 6P's deadzone directly above or behind Venom.
At normal jump height, air throw's cue ball can be hit with the 3rd hit of c.S leading into a simple air combo into knockdown.
Low air throw has many more combo options, especially when performed near the corner.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Forced: 50% | 0 | NA | 6,0 |
- Stun value: 3×7
Dead Angle Attack
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
20 | All | 13 | 3 | 24 | -13 | 1~15 Full 16~35 Throw |
A very necessary move for Venom as he has no invincible reversals other than Burst Dark Angel. This move is one of your most reliable ways to escape pressure and reset to neutral. Be careful to not be too predictable with it as it's unsafe on block.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Initial: 50% | 2 | 10 | 7 |
Blitz Attack
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
Blitz Attack | 50 | Mid | (15-48)+13 | 3 | 20 | -2 | 1~Button release: Blitz |
Blitz Attack Max Charge | 50 | Mid | 50+13 | 3 | 20 | +5 | 1~50: Blitz |
Does one hit despite the appearance. Functions the same as most blitz attacks.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Blitz Attack | Initial: 55% | 1 | ||||||||||||||||||||||||||||||||||||||
Blitz Attack Max Charge | 4 |
Blitz:
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
- Crumples opponent on ground CH (79F)
[Blitz]:
- Hitstop 30F
- Slighty refills own Burst and slightly drains opponent's Burst on hit
- Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
- Crumples opponent on ground hit
Special Moves
Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.
Ball Set
214P/K/S/H (Air OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
Total 26(Ground) Total 35(Air) |
Ball Set (aka "Generate Ball") is Venom's most iconic special. Ball Set places a ball on the stage relative to Venom's current position and shifts other placed balls into one of many predefined formations. Ball Set can be canceled into another ball set (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). Knowing where and when to place these is absolutely essential.
Balls go into the formations shown in the Ball Formations section when you summon a ball with the corresponding button.
For example, doing K set, then S set would go into S formation with only the K and S balls available.
- YRC can be used in a pinch to make ball set more safe.
- Completely halts Venom's air momentum when used until the ball is set, "slingshotting" Venom when used as an IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input..
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Teleport (Followup) possible at 25F
Ball Hit
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
26~50 | All | 1 |
Balls travel with a speed and direction related to the move used to hit them. Balls can hit other balls, setting them in motion as well. This will also change the direction of the original ball. When a ball is hit with Stinger Aim or Carcass Raid, the ball shot will become inert and move back/forward (backspin and topspin) a short distance based on the angle it was hit from as well as gain a level of charge.
Topspin occurs by default. To backspin a Stinger, press down at approximately the time that the stinger ball is created. To backspin a Carcass Raid press back instead. This timing is fairly generous, but does take practice to learn.
Balls which have been leveled up by a collision with Singer Aim or Carcass Raid are not moved by Ball Set or QV, and will not move unless hit with another move or ball.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
2 | 2 | 7 |
- Damage depends on what hit the ball. See Ball Velocity Table for details.
Teleport
623K
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
Total 20 | 7~10 Strike 11~14 Full |
Teleport relocates Venom to the ball he last set. Teleport can also be performed by holding down the attack button during a ball set. Very useful for mobility, positioning, and approaching.
Since Venom recovers airborne, Teleport allows him to access air normals from the ground without having to jump. Venom will be able to airdash after recovering, but not double jump without jump installAn advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.ing first.
- Auto-corrects Venom to face the opponent after teleporting.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Teleport finishes at 15F
QV
41236P/K/S/H (Hold OK)
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
25 | Mid | 20~83 | 8 | Total 38~101 | -4 [-1, +1, +5] |
QV is a special that sets a ball with an attack in front of Venom before travelling to its respective formation. The button can held to increase the "level" of the attack.
During the charge frames, QV negates projectiles passing through it, but does not interact with players. Upon releasing the button, QV becomes an large active before setting as a ball of whatever level QV was charged to. After that, the ball produced by QV behaves like a normal ball. QV gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage.
Example uses for QV:
- A combo ender which grants additional balls and damage.
- A combo tool to pop the enemy up higher off of the ground.
- A meaty Oki option which grants a ball.
- A situational blockstring ender.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 [1, 2, 3] | 2 | 8 |
- Charge times: Lvl1: 33F, Lvl2: 45F, Lvl3: 83F
- [Lvl1,Lvl2,Lvl3] indicates Charge Level. Attack comes out 8F after button release, minimum 20F startup.
Stinger Aim
[4]6S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
[4]6S Level 0 | 30 | All | 15~26 | Total 43~54 | -2 | ||
[4]6S Level 1 | 22×2 | All | 27~47 | Total 55~75 | +6 | ||
[4]6S Level 2 | 22×3 | All | 48~74 | Total 76~102 | +15 | ||
[4]6S Level 3 | 22×6 | All | 75~95 | Total 103~123 | +37 | ||
[4]6H Level 0 | 42 | All | 9~20 | Total 44~55 | -9 | ||
[4]6H Level 1 | 25×2 | All | 21~41 | Total 56~76 | -1 | ||
[4]6H Level 2 | 25×3 | All | 42~68 | Total 77~103 | +8 |
Stinger Aim is Venom's fastest way to put a projectile on screen without any balls already set. Roman Cancels, especially YRC allow this move to be much safer than it otherwise would be, and allows the user to confirm into combos from farther away.
S Stinger Aim is at worst -2 on block at point blank range, and becomes much more advantageous on block the further Venom is from his enemy. S Stinger aim is also useful as an oki tool; It can be charged for a meaty multi-hit projectile, to hit other balls in order to make them meaty while producing a leveled up ball, or both.
H Stinger Aim is considerably less safe than S Stinger Aim on whiff or block, but launches a much faster projectile. This makes hSA one of the most potent space control tools in the game when Venom has meter to YRC the recovery in the case that it misses.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[4]6S Level 0 | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
[4]6S Level 1 | 2 | 10, 2 | 6×2 | |||||||||||||||||||||||||||||||||||||
[4]6S Level 2 | 2 | 10, 2×2 | 6×3 | |||||||||||||||||||||||||||||||||||||
[4]6S Level 3 | 2 | 10, 2×5 | 6×6 | |||||||||||||||||||||||||||||||||||||
[4]6H Level 0 | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
[4]6H Level 1 | 2 | 10, 2 | 6×2 | |||||||||||||||||||||||||||||||||||||
[4]6H Level 2 | 2 | 10, 2×2 | 6×3 |
[4]6S Level 0:
- 40F charge time
[4]6S Level 1:
- 40F charge time
[4]6S Level 2:
- 40F charge time
[4]6S Level 3:
- 40F charge time
[4]6H Level 0:
- 40F charge time
[4]6H Level 1:
- 40F charge time
[4]6H Level 2:
- 40F charge time
Carcass Raid
[2]8S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
[2]8S | 36 | All | 16 | Total 32 | +10 | ||
[2]8H | 50 | All | 13 | Total 48 | -9 |
Carcass Raid is one of Venom's most important and versatile specials, used as pressure reset, for okizeme, in combos, for controlling space/anti airing, and cancelling into after pokes.
- S Carcass Raid
From close range, sCR provides significant frame advantage which can be used as a pressure reset. sCR can also be used as a situational means to catch opponents who might otherwise low profile your other space control tools such as Stinger Aim and f.S. The further away sCR is used from, the easier it is for an opponent to avoid the hit and punish Venom.
Example situations where sCR can be useful:
- During oki with ball cover.
- After 2K > c.S(2) as a pressure reset.
- After another sCR.
- In tandem with P ball in the corner for oki.
- Midscreen throw combos.
- After a poke like 2S or 2D or 2K.
- H Carcass Raid
hCR is much more situational than sCR. hCR's projectile disappears if Venom is hit while the projectile is active, making it less safe than other options. hCR does have uses such as anti-airing enemies far above Venom, controlling space, and hitting other balls. hCR is also able to give frame advantage when spaced properly.
H Carcass Raid can be especially useful as a way to call out jump outs which would normally go over S Carcass Raid's projectile path.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
[2]8S | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
[2]8H | 2 | 10 | 7 |
[2]8S:
- 40F charge time
[2]8H:
- 40F charge time
Double Head Morbid
623S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
623S | 15×4[42] | Mid | 9 | 4×4 | 18 | -8 | |
623H | 18×4[48] | Mid | 15~34 | 24 | 18 | -16 |
S Double Head Morbid is rarely useful, but can come in handy in order to allow one to hit balls directly upwards.
- Hits balls directly upward, which then bounce off the ceiling and floor.
- Moves venom slightly forward.
H Double Head Morbid is a situational means to convert a 2D into corner carry using Red Roman Cancel, and can be used to convert into a combo in the corner. Because DHM hits many times, it can be used as a poor man's guts crush in order to guarantee a kill. With 50% meter to RRC, H DHM becomes a viable, if unorthodox, approach tool, and combo starter due to the forced movement and multiple hits.
- Hits balls directly upward, which then bounce off the ceiling and floor.
- Moves Venom forward by nearly one screen's distance maximum.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
623S | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
623H | 2 | 10 | 7 |
623S: 623H:
- Max 4 hits
Mad Struggle
j.236S/H
Version | Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|---|
j.236S | 12×4[37] | High / Air | 18 | Until Landing | 6 After Landing | +7 | |
j.236H | 15×7, 25×3[37] | High / Air×4,Mid×3 | 16 | Until Landing (5)2,6,2 | 18 | -6 | After Landing 1~7 Strike |
A quickly descending, multi-hitting diagonal divekick. Used as an overhead option in mixups and as an occasional anti-anti air due to the momentum change.
- Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit
- Halts Venom's vertical momentum completely before descending
- Halts airdash momentum but carries the horizontal momentum from a dash jump
- S Mad Struggle
Tiger Knee S Mad Struggle is one of Venom's most versatile overheads due to being able to vary the amount of hits that come out based on how high the move is performed off the ground, as well as being plus on block. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs.
sMS can be thrown upon landing if the opponent Instant Blocks the last hit, or if the user is too high off the ground when the move finishes.
- When performed too quickly from a TKAn input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. motion/too low off the ground, S Mad struggle will not hit and immediately begin recovery.
- H Mad Struggle
Unsafe on whiff and on block makes the H version much more situational than S Mad Struggle. Also keep in mind that unlike the S version, no matter how high up it is performed from, it will only do 4 hits in the air.
The flip followup has a few invulnerability frames and can catch opponents who are unprepared which gives Venom the ability to score a knockdown.
Version | ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
j.236S | 2 | 10 | 7 | |||||||||||||||||||||||||||||||||||||
j.236H | 2 | 10 | 7 |
j.236S: j.236H:
Ball Formations
P Formation
P ball is the formation which requires the least amount of commitment to use, and as such is the default ball for when you have not yet earned the space to use other setups. S+P balls is a strong oki tool. pQV can also be used with 5P to keep the enemy airborne for a substantial combo extension. P ball is especially strong in the corner because it can be hit with either 2S or sSA to generate charged balls on the opponent's wakeup. P formation is not particularly strong for zoning.
K Formation
K Formation puts a ball high in front of Venom. K ball is frequently used in okizeme setups, particularily by jumping forward and using j.K to launch the ball into the opponent's wakeup. Some combos also use K ball and K ball can enable 6P > 6H to combo without a counter hit. P+K is also a solid formation for zoning.
S Formation
S formation places a ball directly behind Venom's head. S formation has comparatively few uses compared to other formations, but is still useful. S ball on its own is useful with teleport cancel to help evade while putting a ball in motion. sQV is a potent combo tool because the S ball can be hit with 6P or 5P as it travels to its resting position.
H Formation
Places a ball far in front of Venom. H ball on its own can be used during oki with j.S to create a safejump, and can be used as a far teleport point. H+S Ball is a common 2 ball setup for zoning because, when hit with 5P, one ball travels horizontally at head height, and the other splits off and travels at a roughly 45 degree angle upward. H ball is also useful in throw setups when combined with sSA to create safe chip damage scenarios. Finally, hQV is useful to place a ball above and behind a blocking enemy which you can use to teleport crossup as a reset.
Overdrives
Dark Angel
2363214S or 2363214D
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
10×34 [12×34] |
All | 7+18 | Total 43 | +102 | 7 Full 8~15 Strike [1-26 All] |
Dark Angel is a giant ball masking a more modest hitbox which accelerates as it travels horizontally. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge.
Unlike Bishop Runout, Dark Angel does not affect any balls on the screen. It hits at most 34 times, dealing high chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an okizeme setup. It is important to note that the hitbox only extends down to roughly Venom's Knees and is therefore punishable by low profile moves such as Sol's Ground ViperGuard:
Lowx2~6,
Midx3Startup:
17Recovery:
37+10 after landingAdvantage:
-56.
The burst version's full invuln can be used as Venom's only invincible reversal on wakeup or as a counterattack in a pinch, though this usually won't be worth the cost unless it'll win the round.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
4 | 3 | 2 |
- Stun value: 0
- Values in [ ] are for Burst version
- Chip damage is 2×34
Red Hail
j.236236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
30×8 | All | 7+0 | 9 After Landing | 7 Strike |
Shoots 8 balls diagonally towards the ground which can bounce off the ground one time. The only overdrive which Venom can use while airborne.
This overdrive is almost never useful, but can be used in very specific circumstances to kill without returning to the ground, such as when the opponent whiffs an anti air with high recovery.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 2 | 7 |
- Shoots every 8F
Bishop Runout
2363214H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
10+0 | 3 | 10 Strike |
Bishop Runout (aka "BRO") consumes the user's inactive balls on screen when it enters. Behaves like a normal ball, except it will bounce back after making contact with an enemy or the wall, can hit many times, and will return to its inactive state after hitting an enemy.
- Has a cooldown which starts after it hits an enemy before it can become active again.
- Will level up balls which make contact with it.
- Meter gain is significantly reduced while Bishup is active.
- Does more damage the more balls are absorbed
- Does the same damage as a regular ball with no balls absorbed, with 2 flat damage added for each absorbed ball
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- Default duration 240F, Hellfire duration 288F
Instant Kill
Giga Machina System
During IK Mode: 236236H
Damage | GuardHow this attack can be blocked. | StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. | ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. | RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. | On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. | Invuln |
---|---|---|---|---|---|---|
DESTROY | All | 9+17 [5+14] |
4 | 33 | -20 | 9~45 Full [5~38 Full] |
Can be combo'ed into off of throw and 5D when the opponent is in hellfire and you have sufficient meter. Can be used from the pong loop.
ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. | Level
|
RISC+How much R.I.S.C. this move builds when normal or instant blocked. | RISC-How much R.I.S.C. this move removes on hit. | ||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
0 | 3 | 6 |
- [ ] Indicates when match point for you, opponent in Hell Fire state, and you have 50% Tension
- IK Mode Activation: 52F [5F+5F]
Colors

Answer [★]
Axl Low [★]
Baiken [★]
Bedman [★]
Chipp Zanuff [★]
Dizzy [★]
Elphelt Valentine [★]
Faust [★]
I-No [★]
Jack-O' [★]
Jam Kuradoberi [★]
Johnny [★]
Kum Haehyun [★]
Ky Kiske [★]
Leo Whitefang [★]
May [★]
Millia Rage [★]
Potemkin [★]
Ramlethal Valentine [★]
Raven [★]
Sin Kiske [★]
Slayer [★]
Sol Badguy [★]
Venom [★]
Zato-1 [★]
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Attack Attributes •
Detailed & Advanced Information
• Damage/Combo •
Frame Data & System Data •
Universal Strategy •
Misc •
Archived Information
• Patch Notes •
Changelog •
Tier Lists •
Resources •
• Medal of Millionaire •