GGACR/Venom

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Overview[edit]
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. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defense 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.

Playstyle
GGACR Venom Icon.png 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/OkizemeAttacking an opponent about to wake up, usually with meaty attacks or mixups. 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.
  • 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.
  • 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.
  • No Invulnerable Reversals: Venom does not have any form of traditional invulnerable reversal, and his abare options usually won't score him a turn if they hit.
  • Pokes Have Low Reward: The same pokes which Venom uses to control neutral do have the weakness of not providing 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.
  • Anti-Air Issues: Venom's anti-air options hinder his ability to defend against aggressive opponents. His options are both limited in coverage, and in reward for landing successfully. Covering some superjumps will require creativity and reads.
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.
Guilty Bits Character Intro

Normals[edit]

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

5P[edit]

5K[edit]

c.S[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
16x3 [32] Mid 5 2,2,7 20 -10 -

[edit]

Extremely short proximity range, but an amazing normal if you're close enough to use it. Raises the guard bar well on block and offers time to charge a ball. Venom has many gatling options out of this move and he can jump cancel it, which makes c.S a versatile pressure starter.

c.S's speed make it good for connecting from jump-ins and combos and a great offensive throw OS. It can even anti-air sometimes, but that's unreliable due to the short proximity range and very sketchy considering Venom's other AA options.

Despite all the good qualities about this move, it is held back by its short proximity range, which means 2K is often used in situations where Venom wants a 5f button.

  • 3rd hit launches, 28 untechable frames if opponent was standing.

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

f.S[edit]

5H[edit]

6P[edit]

6K[edit]

6H[edit]

5D[edit]

2P[edit]

2K[edit]

2S[edit]

2H[edit]

2D[edit]

j.P[edit]

j.K[edit]

j.S[edit]

j.H[edit]

j.D[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
40 [50] High/Air 7 8 13+6 after landing - -

[edit]

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]

Ground Throw[edit]

Air Throw[edit]

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
10x7 88 pixels - - - - -

[edit]

Just like his ground throw, but in the air.

Can start a small combo if you throw the opponent very low to the ground. 6H usually works except in the corner due to its dead zone - in that case, super jump with an air string instead.

New to ACR is a new FRC for this move, which can guarantee a knockdown from just about anywhere.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
  • FRC timing 45~47F

Dead Angle Attack[edit]


Specials[edit]

Hit Ball[edit]

Lightning Ball[edit]

Stinger Aim[edit]

[4]6S/H

Charged Stinger Aim[edit]

[4]6[S/H]

Carcass Ride[edit]

[2]8S/H

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
S 36 [35] All 16 - 34 total +8 -
H 50 [49] All 13 - 48 total -9 -

[edit]

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 H version controls space very effectively, and when spaced right, has it's own uses for pressure in the corner. However, the H version disappears if Venom is hit.

Charged Carcass Ride[edit]

[2]8[S/H]

Cancel[edit]

P during Charged Stinger Aim or Charged Carcass Ride

Ball Formation (Ball Seisei)[edit]

214X (Air OK)

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
- - - - 26 - -

[edit]

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

  • In CH state until move ends
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Total 26 frames (35 frames in the air)
  • 11F until ball appears (in air, 9F until appearance)
  • Can cancel into another ball formation on 23F and after
  • If landing during the recovery period, the recovery ends

Dubious Curve[edit]

421X

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
32 Mid 21 3 19 -3 1~17F Feet

[edit]

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.

Double Head Morbid[edit]

623S/H

Mad Struggle[edit]

j.236S/H

Teleport[edit]

623K

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
- - - - total 21 - 10~15F Strike
16~20F All

[edit]

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. If you TK the teleport into a ball summoned behind the opponent, Venom will face the other direction.


Force Breaks[edit]

FB Stinger Aim[edit]

[4]6D

FB Charged Stinger Aim[edit]

[4]6[D]

FB Carcass Ride[edit]

[2]8D

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
40 [39] All 13 - total 32 +7 -

[edit]

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.

FB Charged Carcass Ride[edit]

[2]8[D]

FB Double Head Morbid[edit]

623D

FB Mad Struggle[edit]

j.236D


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]

Dark Angel[edit]

2141236S

Red Hail[edit]

j.236236H

Tactical/Tactic Arch[edit]

632146X

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air FD
Low: Low or air FD
Mid: Any ground block or air FD
StartupThe time, measured in frames, which it takes for a move to become able to strike the opponent. Startup includes the frame on which the move becomes active. 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. Advantage Invuln
- - - - total 29 - -

[edit]

A move originally exclusive only to EX Venom, now added to base Venom's moveset in ACR. Sets up 5 lightning balls in the formation of your choosing. Not used very often, but this move is generally understood to have some untapped potential.

Occasionally, Tactical Arch sees use in creating long-range chip damage setups, however, this is rather infrequent since even with all five lightning balls hitting, this would only grant 15 hits, compared to Dark Angel's maximum of 28 hits. Furthermore, landing clean hits with all five lightning balls at range is extraordinarily unlikely.

More frequently (albeit still rarely), Tactical Arch is used in super freeze unblockable setups. This is done by setting a ball, hitting it (typically with 5P or 5K), and then activating Tactical Arch. Since Venom's balls can travel during super freeze, any opponent not blocking at the start of the super freeze will get hit by the first ball, provided the ball is over them when super freeze ends.


Instant Kill[edit]

Dimmu Borgir[edit]

During IK Mode: 236236H


Colors[edit]

GGACR Venom normal p.png
GGACR Venom normal k.png
GGACR Venom normal s.png
GGACR Venom normal h.png
GGACR Venom normal d.png
Default P
Default K
Default S
Default H
Default D
GGACR Venom ex p.png
GGACR Venom ex k.png
GGACR Venom ex s.png
GGACR Venom ex h.png
GGACR Venom ex d.png
EX P
EX K
EX S
EX H
EX D
GGACR Venom slash p.png
GGACR Venom slash k.png
GGACR Venom slash s.png
GGACR Venom slash h.png
GGACR Venom slash d.png
Slash P
Slash K
Slash S
Slash H
Slash D2
GGACR Venom reload p.png
GGACR Venom reload k.png
GGACR Venom reload s.png
GGACR Venom reload h.png
GGACR Venom reload d.png
Reload P
Reload K
Reload S
Reload H
Reload D2
AC Venom normal h.png
AC Venom normal d.png
Slash D1 Arcade & PC-Rollback Update Only
Reload D1 Arcade & PC-Rollback Update Only
*To select your color, press the corresponding button while in the designated "color set". Color sets can be toggled through by hitting the Respect button.
1Only selectable on the Arcade and PC-Rollback versions of the game.
2These are available on home ports. Gold characters are powered up versions, Shadow characters have infinite tension. Both are banned from tournament play.

Notable Players[edit]

Name (English/Japanese) Color Location Common
Venues
Contact Status Notes Example Play
BlackSNAKE enter USA GGPO Twitter Retired to Xrd UNRETIRED Highly variable and unique setups Link
Hursh enter USA WNF, Game Realms Twitter Active - Link
PepperySplash enter Canada - Twitter Active Extremely aggressive; mix and Combo Lord. Will air throw you. Fausty 2021 showings
Gerran enter Sweden GGPO - Active - Tournament Match vs Shredder's Ky
N-O enter Japan a-cho Twitter Retired Touted as the best venom ever, played primarily in AC +R playlist
Fino enter Japan Mikado Twitter Retired to Xrd Strong execution and grimy setups Link
Ean enter USA Super Arcade (Closed) - Retired Upball Link
XTC enter Japan Mikado - Retired to Xrd Known as Zadi in Xrd Link
Heven enter Japan Mikado Twitter Retired to Xrd - Link
Isamu enter Japan Mikado - Retired to Xrd Very simple yet very effective approach to neutral and setups Link

NOTE: These tables are still WIP[edit]

External References[edit]

Navigation[edit]


Ambox notice.png To edit frame data, edit values in GGACR/Venom/Data.