GGXRD-R2/Venom

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Overview

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.
Playstyle
Venom 's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.
Pros Cons
  • Powerful And Diverse Pressure Options: Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups.
  • Good Pokes And Neutral Game: 2S, f.S, and Stinger Aim are neutral tools with few rivals in terms of general meterless screen control.
  • 6P: Venom's 6P is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges.
  • Setplay And Zoning Are Both Viable: Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents.
  • Great Meterless Throw Reward: Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage.
  • Amazing Chip Damage: Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense.
  • Good R.I.S.C Gain: Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage.
  • Weak Defense: Venom has a decent backdash and some good AbareAn attack during the opponent's pressure, intended to interrupt it. normals, but none of his specials help peel an opponent off of him. He relies heavily on universal defensive mechanics, and will be forced to hold pressure that other characters can challenge.
  • Pokes Have Low Reward: The same pokes which Venom uses to control neutral do not provide significant reward on hit or block. Usually 2S and f.S at range only give a ball at best on normal hit or can even be punished at worst.
  • Susceptible to Counter Hits: Most of Venom's special and normal moves leave him in counter hit state for a prolonged period of time which opens up additional punish options for his opponents.

Ball Set

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

Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.

5P

Damage Guard Startup Active Recovery On-Block Invuln
6[26] Mid 6 3 9 -2

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

Level Proration RISC+ RISC-
0 Initial: 85% -8/+3

5K

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
0 Initial: 90% 3 8

c.S

Damage Guard Startup Active Recovery On-Block Invuln
16×3[32] Mid 5 2,2,7 20 -8

c.S is the main basis of Venom's close combat.

  • Builds large amounts of R.I.S.C with 3 level 4 hits.
  • Tied for Venom's fastest button with 2K, and can be freely chained into and out of it.
  • Jump cancelable during any one of the 3 hits making it a dangerous burst point for the opposing player.
  • Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
  • Excellent for option selecting with forward throws (6S+H).
  • Sometimes useful as an anti-air, with good reward on counterhit.

Note: the last hit whiffs on most crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.

Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D

Level Proration RISC+ RISC-
4 20 8

f.S

Damage Guard Startup Active Recovery On-Block Invuln
24[38] Mid 9 2 18 -6

Venom's far slash is excellent for controlling space. Though Venom reaches his hurtbox forward during f.S it is pretty fast and covers a great distance. At max range it can be used to 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 the frame advantage.

  • Hits balls horizontally with high speed

Gatling Options: 2S, 5H, 2H, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

5H

Damage Guard Startup Active Recovery On-Block Invuln
42[42] Mid 10 7 15 -3

Almost useless on its own when not shooting a ball or mid combo. In the corner it pushes the user back far enough to be used in crouching confirms like sQV.

  • Launches balls at a very high speed.
  • Staggers on counterhit.
  • Very strong starter against opponents who are crouching.
Level Proration RISC+ RISC-
4 20 6

5D

Damage Guard Startup Active Recovery On-Block 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.

  • Hit balls with very high speed.
  • Balls hit with 5D will bounce once.
Level Proration RISC+ RISC-
2 Initial: 80% 10 20
  • Max 1 Hit

6P

Damage Guard Startup Active Recovery On-Block 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 and must be jump canceled into an air combo. On counter hit 6P combos into 6H for a free knockdown. When combined with a ball hit, 6P has enough hitstun to combo into 6H.

6P is also useful to counter-poke a large variety of moves such as I-No's Chemical Love, and Johnny's Level 3 Mist Finer with varying degrees of risk.

  • Generous upper body invicibility
  • 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

Level Proration RISC+ RISC-
2 10 7

6H

Damage Guard Startup Active Recovery On-Block Invuln
52[48] Mid 15 8 21 -10

6H is a move with many uses, and some drawbacks. 6H is very unsafe on block and needs to be special canceled to make it safer. 6H also does not cover directly next to Venom, and as such is not a very reliable way to hit approaching enemies.

  • Can be used as a decent anti-air near f.S range.
  • Is one of Venom's essential combo enders.
  • In the corner often combos into QV.
  • Hits balls with the greatest speed of all his buttons.
  • Has a very large hitbox allowing Venom to hit with it from very far away.
Level Proration RISC+ RISC-
4 20 6

2P

Damage Guard Startup Active Recovery On-Block Invuln
6[26] Mid 7 4 10 -4

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

Level Proration RISC+ RISC-
0 Initial: 80% 3 8

2K

Damage Guard Startup Active Recovery On-Block Invuln
8[30] Low 5 3 9 -2

2K is 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.

  • Good speed, decent range, and fair recovery make it a decent low poke.
  • Hits balls low to the ground with low speed.

Note: 2K's hitbox is low enough 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 BRO or something else in order to be used as a ball launcher.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

Level Proration RISC+ RISC-
0 Initial: 70% 3 8

2S

Damage Guard Startup Active Recovery On-Block Invuln
22[34] Mid 6 2 19 -7

2S is one of Venom's best pokes. Despite its appearance 2S is not a low and cannot be used as a mixup.

  • Good speed and great range. Can hit most characters at round start range.
  • Hits balls low to the ground with high speed.
  • Will not hit moves with high profiles (Jam's 6H) or moves with extremely low profiles (Sol's Grand Viper).

Gatling Options: 5H, 2D, 5D, 2D

Level Proration RISC+ RISC-
2 10 7

2H

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
3

2D

Damage Guard Startup Active Recovery On-Block 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

2D is a reliable way to get 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 one has charge 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 CH, however, the recovery is CH state and is therefore dangerous to whiff.

  • Generous low profile and upper body invulnerabilty.
  • Fast and 2 hits the second of which has additional range.
  • Good Range.
  • High reward in the corner with 2D(1) sCR.
  • Hits balls low to the ground with low speed.
Level Proration RISC+ RISC-
2 10 7

j.P

Damage Guard Startup Active Recovery On-Block Invuln
10[28] High / Air 7 6 9

j.P is a decent air-to-air, and a good button to option select 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

Level Proration RISC+ RISC-
0 3 8

j.K

Damage Guard Startup Active Recovery On-Block 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. The hurtbox is much larger than the hitbox, and as such is not a strong air-to-ground button without balls to cover for it. The large number of active frames allows the Venom player 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

Level Proration RISC+ RISC-
2 10 7

j.S

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
2 10 7

j.H

Damage Guard Startup Active Recovery On-Block 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

Level Proration RISC+ RISC-
2 10 7

j.D

Damage Guard Startup Active Recovery On-Block Invuln
36[48] High / Air 12 6 22 + 5 Landing Recovery

Venom's j.D covers 160 degrees around him reaching past both of his knees, and far above his head. j.D has some use during oki after j.H knockdown, and in uncrouchable setups. j.D is a very useful combo tool because it keeps the enemies airborn with its long untech time.

  • 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.
Level Proration RISC+ RISC-
3 14 6

Universal Mechanics

Ground Throw

Damage Guard Startup Active Recovery On-Block 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.

Level Proration RISC+ RISC-
0 Forced: 50% NA 6,0
  • Stun value: 3×7

Air Throw

Damage Guard Startup Active Recovery On-Block 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.

At normal jump height air throw can be hit with the 3rd hit of c.S leading into a simple air combo into knockdown.

Close to the ground air throw has many combo routes, especially when performed near the corner.

Level Proration RISC+ RISC-
0 Forced: 50% NA 6,0
  • Stun value: 3×7

Dead Angle Attack

Damage Guard Startup Active Recovery On-Block Invuln
20 All 13 3 24 -13 1~15 Full
16~35 Throw

A very necessary move for Venom. This move is one of your most reliable ways to escape pressure and reset to neutral. If DAA gets baited successfully then you wasted 50 meter.

Level Proration RISC+ RISC-
2 Initial: 50% 10 7

Blitz Attack

Version Damage Guard Startup Active Recovery On-Block 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 Level Proration RISC+ RISC-
Blitz 1 Initial: 55%
[Blitz] 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 Guard Startup Active Recovery On-Block Invuln
Total 26(Ground)
Total 35(Air)

Ball Set 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 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.

YRC can be used in a pinch to make ball set more safe.

Level Proration RISC+ RISC-
  • Teleport (Followup) possible at 25F

Ball Hit

Damage Guard Startup Active Recovery On-Block 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 angel 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 stringer 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.

Level Proration RISC+ RISC-
2 2 7
  • Damage depends on what hit the ball. See Ball Velocity Table for details.

Teleport

623K

Damage Guard Startup Active Recovery On-Block Invuln
Total 20 7~10 Strike
11~14 Full

Teleport relocates Venom to the ball he last set. Teleport can be performed by holding down the attack button during a ball set.

  • Very useful for mobility, positioning, and approaching.
  • Allows the user to use Venom's aerial moves because it puts him in the air upon completion.
  • Auto-corrects Venom to face the opponent after teleporting.
  • Venom will be able to airdash after recovering, but not double jump without jump installing.
Level Proration RISC+ RISC-
  • Teleport finishes at 15F

QV

41236P/K/S/H (Hold OK)

Damage Guard Startup Active Recovery On-Block Invuln
25 Mid 20~83 8 Total 38~101 -4 [-1, +1, +5]

QV starts is a special that can have the button held to increase the "level" of the attack. During the charge time, QV negates projectiles passing through it, but does not interact with players. Upon releasing the button for QV, QV becomes an active hitbox of great size before settling 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.
Level Proration RISC+ RISC-
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 Guard Startup Active Recovery On-Block 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. One can charge stinger aim for a meaty multi-hit projectile, use sSA to hit other balls 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 Level Proration RISC+ RISC-
[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 Guard Startup Active Recovery On-Block Invuln
[2]8S 36 All 16 Total 32 +10
[2]8H 50 All 13 Total 48 -9

S Carcass Raid is one of Venom's most important specials. 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 the user.

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 Pball in the corner for oki.
  • Midscreen throw combos.
  • After a poke with 2S or 2D or 2K.

H Carcass Raid is much more situational than S Carcass Raid. 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, 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 Level Proration RISC+ RISC-
[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 Guard Startup Active Recovery On-Block Invuln
623S 15×4[42] Mid 9 4×4 18 -8
623H 18×4[48] Mid 15~34 24 18 -16

S Double Headed 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 Headed 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, HDHM 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 Level Proration RISC+ RISC-
623S 2 10 7
623H 2 10 7

623S: 623H:

  • Max 4 hits

Mad Struggle

j.236S/H

Version Damage Guard Startup Active Recovery On-Block 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

Tiger Knee S Mad Struggle is one of Venom's most versatile overheads. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs. Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit. 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.


H Mad Struggle is unsafe on whiff and on block making it much more situational than S Mad Struggle. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air. The flip has a few invulnerability frames and can catch enemies who are unprepared which gives venom the ability to score a knockdown.

Version Level Proration RISC+ RISC-
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 oki setups. 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 jS 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 Guard Startup Active Recovery On-Block 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. DA does not affect balls on the screen. It hits at most 34 times and deals chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an oki 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 Grand Viper.

Level Proration RISC+ RISC-
4 3 2
  • Stun value: 0
  • Values in [ ] are for Burst version
  • Chip damage is 2×34

Red Hail

j.236236H

Damage Guard Startup Active Recovery On-Block 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 the enemy without returning to the ground.

Level Proration RISC+ RISC-
0 2 7
  • Shoots every 8F

Bishop Runout

2363214H

Damage Guard Startup Active Recovery On-Block Invuln
10+0 3 10 Strike

Bishop Runout 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 BRO is active.
Level Proration RISC+ RISC-
  • Default duration 240F, Hellfire duration 288F

Instant Kill

Giga Machina System

During IK Mode: 236236H

Damage Guard Startup Active Recovery On-Block 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.

Level Proration RISC+ RISC-
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

Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
Venom colo 1.png
Venom colo 2.png
Venom colo 3.png
Venom colo 4.png
Venom colo 5.png
Venom colo 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
Venom colo 7.png
Venom colo 8.png
Venom colo 9.png
Venom colo 10.png
Venom colo 11.png
Venom colo 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
Venom colo 13.png
Venom colo 14.png
Venom colo 15.png
Venom colo 16.png
Venom colo 17.png
Venom colo 18.png
Color 19
Color 20
Color 21
Color 22
Color 23
Mirror
Venom colo 19.png
Venom colo 20.png
Venom colo 21.png
Venom colo 22.png
Venom colo 23.png
Venom colo 00.png

Navigation

Venom
Ambox notice.png To edit frame data, edit values in GGXRD-R2/Venom/Data.