GGACR/Venom

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GGACR Venom Nameplate.png
GGAC Venom Portrait.png

Defense Modifier: x 1.06
Guts Rating: 1
Stun Resistance: 60
Prejump: 4
Backdash Time: 13
Backdash Invincibility: 1-7
Wakeup (Face Up/Down): 49 / 54

Movement Options
Double Jump, 1 Air Dash, Dash Type: Run

Overview[edit]

With a design that screams Bar Fight, Venom is a pool player, a hustler, and the current leader of the Assassin's Guild. He is designed mostly as a pressure character: his tools for keeping opponents blocking are downright scary.

In addition to his unbelievably strong pressure, Venom has good tools for playing a game at neutral. He works well at poking from a little bit closer than midscreen, and then scoring a quick knockdown so he can set up. From far away, he can usually feel free to put balls out and turn the screen into a moving pool table, especially with his Force Breaks. When on the offensive up close, Venom is lacking in high/low mixup outside of Tiger Knee Mad Struggle and 5D. He particularly suffers against opponents with good jump-ins and rushdown when they're in his face. Venom is a character for players who like taking an advantage from a single knockdown or victory from a poking war and driving it all the way home.

Playstyle
Pros Cons
Great pressure. Good pokes, neutral game, and okizeme. Rushdown and zoning are both viable options. Workable mixup. Ball setups allow for extreme versatility.
Low Health. No reversal or pressure escape options except Dead Angle. Low Damage. Mediocre Anti-Air. Mediocre Backdash.



Move List[edit]

Normals[edit]

Damage values in (paretheses) note the damage of a ball launched by the move in question.

[edit]
5P
GGAC Venom 5P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
6 [26] Mid CSJR 6 3 9 -2

Not such a great poke on its own. Most valuable for its ability to quickly set balls in motion. Hits them very slowly, perfect for chasing after them.

  • 85% prorate
[edit]
5K
GGAC Venom 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
12 [32] Mid SJR 7 3 15 -8

Recovery is a bit long, but it does in general beat low pokes which can be very useful if you have a read on the opponent. Hit balls faster than 5P would, but not as fast as S normals.

  • 90% prorate
[edit]
c.S
GGAC Venom cS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
16x3 [32] Mid SJR 5 2,2,7 20 -10

This move is absolutely amazing. In ranges you can use it, this is definitely one of your go-to pokes. Deals good guard bar on block and offers time to charge a ball in and of itself. Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air, and excellent for option selecting with forward throws. The only bad thing about this move is that you can't do it from further away, so often 2K is the correct 5 frame move to use.

  • 3rd hit launches, 28 untechable frames if opponent was standing.
[edit]
f.S
GGAC Venom fS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
24 [38] Mid SR 9 2 18 -6

Venom's far slash is excellent for controlling space. Though Venom reaches his vulnerable box forward during use, it's pretty fast and it covers a great distance. If you're at that end point, it's a very useful poke that you can generally cancel a ball from. If a ball is in the way, a random f.S can be confirmed to 623D on hit for distance knockdown.

[edit]
5H
GGAC Venom 5H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
38 [42] Mid SR 10 7 18 -6

A fair move in blockstrings and ground combos, though it's not much use as a poke. Does get balls moving very quick quite fast, though. Puts the opponent in enough blockstun so that you can force them to block a Dark Angel, though some characters have ways out of it.

  • Staggers on hit (max 39f)
[edit]
6P
GGACR Venom 6P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 [36] Mid SR 9 6 20 -12

Venom's anti-air is not the best, but it accomplishes what you'd really want it to. Has a very vertical hitbox which can make up for its hurtbox not being particularly small.

  • 1-4f above-the-knees invuln, 5-11f upper body invuln
  • 22 untechable time on air hit
  • 90% prorate
[edit]
6K
GGACR Venom 6K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
28 [40] Mid SR 16 2 25 -14

Animation is Venom's AC 6p. This move is a combo move, ground bouncing the opponent instead of 6hs.

[edit]
6H
GGAC Venom 6H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
48 [50] Mid SR 15 6 27 -14

This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. It has a dead zone near Venom, but now that 6K is your groundbounce combo move, it doesn't really come up. Now knocks down, so it can be used as a far combo ender, as well as getting knockdown off of stray ball hits.

  • 90% forced prorate
  • Groundbounces, 44f plummet on hit
[edit]
5D
GGAC Venom 5D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
20 [50] High R 25 3(2)3 18 -12

A pretty standard dust that leads to some good things. Launches balls extremely quickly, though thanks to its startup time this is rarely useful.

  • CH state until end of recovery
[edit]
2P
GGAC Venom 2P.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
7 [26] Mid CSR 7 4 10 -4

Pretty much a crouching 5P. Useful for ball control and not for much else.

  • 80% prorate
[edit]
2K
GGAC Venom 2K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
8 [30] Low SR 5 3 9 -2

This little kick, though, is really good. Tied with c.S for Venom's fastest normal, a staple low for combo starters and a pretty good poke in general. Its proration is kind of unfortunate, but that's to be expected from 2Ks. Will hit balls flush against the ground.

  • 70% prorate
[edit]
2S
GGAC Venom 2S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
22 [34] Mid SR 6 1 20 -7

Venom's 2S is shockingly fast for the space it covers. A great poke; everything beyond its reach is f.S territory anyway. Will hit at match start distance, and immediately establishes your spacing and control. This is just a move that the opponent must have an answer for.

[edit]
2H
GGAC Venom 2H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
20x2 [44] Mid SR 7 6,3 21 -7

Hits balls at a useful angle, is useful in ground combos and blockstrings. Another move that is sometimes useful as a matchup-specific anti-air, and it raises guard bar by a fair amount.

[edit]
2D
GGAC Venom 2D.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
19x2 [38] Low SR 6 2(11)4 24 -14

Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground when using it which can be useful for going under various things. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen, and can cancel to stinger aim FRC to start an air combo (though it's rare that this is the correct option, it can be useful off various corner setups.) But unfortunately, it's not something you can afford to ever just throw out, because if it whiffs they get a punish for free. Must be cancelled to be any good.

  • 6-33 low stance
  • Second hit untechable for 30 frames
  • In counterhit state until frame 29
[edit]
j.P
GGAC Venom jP.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
10 [28] High CSR 7 6 9 -

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

[edit]
j.K
GGAC Venom jK.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
12 [32] High SR 8 12 12 -

Hits balls at a very useful angle and is fairly wide in and of itself.

[edit]
j.S
GGAC Venom jS.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
24 [37] High SJR 7 5 21 -

Venom's fastest air normal. It's jump cancellable, hits balls at a great angle (if a bit too fast for many setups), and is generally a solid tool. Hits behind it, can be a solid crossup, allows shenanigans like wakeup ball into jumping over them and air dashing back for an unexpected overhead.

[edit]
j.H
GGAC Venom jH.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
36 [46] High SR 10 8 18 -

Useful in air blockstrings, combos, and setups. Decent air-to-ground poke without a ball. Has a plummet effect with huge untech, granting knockdown in almost all situations - in combos, it'll pretty much only fail to give knockdown if you carry them to max height off of a dust. And of course, it's useful in ball control.

  • Plummets opponent on hit (30f untechable)
[edit]
j.D
GGAC Venom jD.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
40 [50] High, Air SR 7 8 13+6 after landing -

Another fast Venom air move, this one makes for pretty decent air-to-air and also wallbounces. Can also be useful in air dash blockstrings as well as for relaunches with its wallbounce. If it hits a standing opponent in the corner, you can pick them up with c.S. In addition, it's Venom's only normal to hit balls upward while he's in the air, which is useful for certain situations. But watch out for its landing recovery!

  • Wallbounces, 23f untechable
  • 6f landing recovery

Universal Mechanics[edit]

[edit]
Ground Throw
GGAC Venom throw.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
10x7 43 pixels - - - - -

A throw with low-average range. The different ways you can combo off of it mean you have a huge amount of setup options afterwards.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
[edit]
Air Throw
GGAC Venom airThrow.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
10x7 88 pixels F - - - -

Can start a small combo if you throw the opponent while very low to the ground. Can often connect 6H,though not against cornered opponents thanks to the dead zone; super jump with an air string then. However, new to ACR is a new FRC for this move. Now you should be able to guarantee knockdown from this anywhere!

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
  • FRC timing 45~47F
[edit]
Dead Angle Attack
GGAC Venom 5K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
24 Mid R 11 3 19 -8

Venom has no moves with actual invulnerability and his backstep is pretty mediocre. Thankfully, though, he has this move. Wallsticks, and knocks the opponent across the arena if you're not close enough to a corner.

  • 1-13 invuln, 14-29 throw invuln
  • Wallsticks (100f untechable time, 28f wallstick)
  • 50% prorate


Specials[edit]

[edit]
Hit Ball
GGAC Venom hitBall.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Varies All - - - - -

Damage and projectile travel speed depends on what you use to launch it. See values in ( ) by each attack.

  • Chip damage x2
[edit]
Lightning Ball
GGAC Venom lightningBall.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Varies All - - - - -

Each hit does 1/2 the value normal Hit Ball would do. Lightning Ball hits 3 times.

  • Chip damage x2
[edit]
Stinger Aim
[4]6S/H
GGAC Venom 46S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
S 30 [30] All F 13 - 37 total +2
H 46 [46] All F 9 - 48 total -13

One of Venom's most important special moves. Can be used to shoot balls at a distance or to pressure up close. The FRC is essential for pressure, and can extend your combos, usually causing knockdown. Also note you can shoot summoned balls in straight lines that are around Venom.

[edit]
Charged Stinger Aim
[4]6[S/H]
GGAC Venom 46S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
S 22x2~6 [30] All F 6 after release - 30 after release see notes
H 26x2~6 [46] All F 5 after release - 44 after release see notes

The charged version is mostly used for okizeme. Cancel into Stinger Aim from a sweep, hold the button, and let it rip. Remember to adjust for character wake up times when necessary.

[edit]
Carcass Raid
[2]8S/H
GGAC Venom 28S.png
GGAC Venom 28H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
S 36 [35] All - 16 - 34 total +8
H 50 [49] All - 13 - 48 total -9

Another important move for Venom. Both versions have their uses for shooting balls at specific angles. The S version is especially useful in pressure for the huge frame advantage. The HS version controls space very effectively, and when spaced right, has it's own uses for pressure in the corner. However, the HS version disappears if Venom is hit.

[edit]
Charged Carcass Raid
[2]8[S/H]
GGAC Venom 28S.png
GGAC Venom 28H.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
S 24x2~6 [35] All F after release 9 - after release 27 see notes
H 27x2~6 [49] All F after release 6 - after release 41 see notes

Charging Carcass Raid isn't as useful as Stinger Aim overall, but the option is there.

[edit]
Cancel
P during Charged Stinger Aim or Charged Carcass Raid
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - 5 total -

Cancelling the charge is pretty strong when you can get your opponent to respect you. You can then go for a throw or continue pressure. Another use is to recover faster if your opponent is already moving away from where the shot will go.

[edit]
Ball Formation
214x air OK
GGAC Venom 214X.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - 26 -

This is THE move for Venom. Knowing where and when to place these is absolutely essential. Learn the formations as listed later on the page, experiment, and of course, have fun!

  • In CH state until move ends
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Can cancel into another ball formation on 23F and after
  • If landing during the recovery period, the recovery ends
[edit]
Dubious Curve
421x
GGAC Venom 421X.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
32 Mid RF 21 3 19 -3

Another important move. On hit causes lightning balls as opposed to the normal balls. Also causes ground slide on hit (FRC will let you follow up a grounded one, and guarantee an air follow up if it wasn't possible based on the spacing). The long startup time can get you hit or slashback'd against advanced players. Can cancel some recovery time into a summon on block or hit. New to ACR, is the ability to also cancel it into Venom's teleport.

[edit]
Double Head Morbid
623S/H
GGAC Venom 623S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
S 44x4 [37] Mid R 9 8 24 -15
H 21x4 [40] Mid R 15~ 4x6 18 -16

Very situational move. The main use of the HS version is to advance across the screen with balls covering you. The S version blows your opponent to the other side of the screen while mostly staying still, but it doesn't knockdown.

[edit]
Mad Struggle
j.236S/H
GGAC Venom j236S.png
Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
S 12x4 [37] High, Air R 18 until landing 6 after landing +7
H 15x4 [37], 15x3 [40] High, Airx4,HLFx3 R 16 until landing,(5)2,6,2 20 -8

A strong move. Learn to TK this move, both out of your run, and while doing c.S. H version is of course unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo.

[edit]
Teleport
623K
GGAC Venom 623K.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - total 21 -

Teleport to the on screen ball that has been around longest. If there was no summoned ball, Venom teleports straight up. This move can both get you out of situations and set up some offense, but you need to plan it out. If Venom appears behind the opponent, he will appear in the direction he was originally facing. Also Venom will have his air mobility options (double jump or air dash) intact after teleporting.


Force Breaks[edit]

[edit]
FB Stinger Aim
[4]6D
GGAC Venom 46S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
46 [50] All F 9 - total 38 -3

Strikes a ball extremely quickly, can be useful for sniping across the screen. Instead of freezing balls, now the initial shot and any balls they hit will bounce off opponents as well of a wall once each. With this, Venom can now easily and quickly create approaches for meter.

[edit]
FB Charged Stinger Aim
[4]6[D]
GGAC Venom 46S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
29x2~6 [50] All F 5 after release - 34 after release see notes
[edit]
FB Carcass Raid
[2]8D
GGAC Venom 28H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
40 [39] All - 13 - total 32 +7

The ball it creates, and balls struck by it, will now bounce off of walls (twice?). This is more helpful to control a greater amount of space over time (compared to FB Stinger, which controls space a large amount of space very quickly) especially when you get multiple balls to hit this and go in all sorts of unpredictable directions, albeit with potentially low reward.

[edit]
FB Charged Carcass Raid
[2]8[D]
GGAC Venom 28H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
40 [39] All - 13 - total 32 +7
[edit]
FB Double Head Morbid
623D
GGAC Venom 623S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
14x6 [40] Mid R 15~ 4x5,6 22 -14

A vast improvement over the regular versions. Knockdown is guaranteed 99% of the time, making it a great combo ender, but you won't be in a position to create ball related oki setups.

[edit]
FB Mad Struggle
j.236D
GGAC Venom j236S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
10,30 [50] All,HA R 14 2(2)2 6 +19

Another move to learn to TK, this move leads to some of Venom's most damaging, though very practical combos. Huge plus frames on block, and cranks the guard bar. Free mixup on block because its incredible blockstun gives you time to recover in the air and air dash or land and low or whatever else you might reasonably want.


Ball Formations[edit]

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.

Top row is the default ball patterns, bottom row is the alternates made by tapping D during setup. D summon does not have an alternate formation.

Overdrives[edit]

[edit]
Dark Angel
2141236S
GGAC Venom 214236S.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
10x28 All - 7+18 - total 35 -

One of the best overdrives in the game! Huge frame advantage, pushes people towards the corner as well! Will either do significant chip or drain most of their tension if they faultless defense. Lets you setup a formation or mixup of your choice. Also note that this move does not affect your summoned balls in any way.

[edit]
Red Hail
j.236236H
GGAC Venom j236236H.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
26x8 [26] All - 10+0 - total 91+9 after landing -

Subpar, especially when Venom has a ton of other options to use his meter. Pretty much only use if your air combo/chip situation will kill them.

[edit]
Tactical Arch
632146X
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
- - - - - total 29 -

Sets up 5 lightning balls in the formation of your choosing. Not used very often now, but a lot of possibility could be within this move.


Instant Kill[edit]

Dimmu Borgir
in IK Mode, 236236HS
GGAC Venom IK1.png
GGAC Venom IK2.png
Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupShows how many frame that the corresponding move needs to go through in order to reach its active frames. ActiveShows how many frames where there is a hurtbox, AKA the hitbox where if the opponent touches it, he/she will take damage. Occurs after Startup. RecoveryShows how many frames that the character must go through after its active frames to automatically go back to a neutral stance. Frame Adv.The 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.
Fatal All - 15+11 6 33 -20

Well it looks cool at least. With the exception of certain situations against ABA, this is only a troll move.


Navigation[edit]


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Guilty Gear XX Accent Core Plus Re
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System Explanations

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