GGACR/Venom/Frame Data

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System Data[edit]

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

Normals[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
5P 6 [26] 1.44 3 8 1 Mid CSJR 6 3 9 -2
  • Initial Prorate 85%
5K 12 [32] 1.44 3 8 1 Mid SJR 7 3 15 -8
  • Initial Prorate 90%
c.S 16x3 [32] 3.84x3 14x3 8x3 5 Mid SJR 5 2,2,7 20 -10
  • 3rd hit floats opponent on hit
  • 3rd hit is untechable for 28F if 3rd hit hits a non-airborne opponent
f.S 24 [38] 2.64 10 7 3 Mid SR 9 2 18 -6
5H 38 [42] 3.84 20 6 5 Mid SR 10 7 18 -6
  • Staggers opponent on hit (max 39F)
5D 20 [50] 2.64 8 20 3 High R 25 3(2)3 18 -12
  • Venom is in CH state during recovery
  • Max 1 hit
6P 28 [36] - - - 3 Mid SR 9 6 20 -12
  • Above knees invincible 1~4F
  • Upper body invincible 5~11F
  • Untechable for 22F on air hit
  • Initial prorate 90%
6K 28 [40] ?? ?? ?? 3 Mid SR 16 2 25 -14
  • Ground bounces opponent on air hit (untechable for 45F)
  • Initial prorate 90%
6H 48 [50] 3.84 20 6 5 Mid SR 15 6 27 -14
  • Slams down opponent on hit
  • Untechable for 30F
  • Forced prorate 90%
2P 7 [26] 1.44 3 8 1 Mid CSR 7 4 10 -4
  • Initial prorate 80%
2K 8 [30] 1.44 3 8 1 Low SR 5 3 9 -2
  • Initial prorate 70%
2S 22 [34] 2.64 10 7 3 Mid SR 6 1 20 -7
2H 20x2 [44] 3.84x2 14x2 6x2 4 Mid SR 7 6,3 21 -7
2D 19x2 [38] 2.64x2 8x2 7x2 3 Low SR 6 2(11)4 24 -14
  • Low profile 6~33F
  • 2nd hit is untechable for 30F
  • Venom is in CH state until 29F
j.P 10 [28] 1.44 3 8 1 High CSR 7 6 9 -
j.K 12 [32] 2.64 10 7 3 High SR 8 12 12 -
j.S 24 [37] 2.64 10 7 3 High SJR 7 5 21 -
j.H 36 [46] 2.64 10 7 3 High SR 10 8 18 -
  • Slams down opponent on air hit (Untechable for 30F)
j.D 40 [50] 2.64 10 10 3 High, Air SR 7 8 13+6 after landing -
  • Wall bounces opponent on hit (Untechable for 24F)

Universal Mechanics[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Throw 10x7 4.0 - 6 - 43 pixels - - - - -
  • Hitting opponent within 11F after a successful throw wall bounces opponent and increases untechable time by 30F
  • Forced prorate 50%
Air Throw 10x7 4.0 - 6 - 88 pixels F - - - -
  • Hitting opponent within 11F after a successful throw wall bounces opponent and increases untechable time by 30F
  • FRC timing 45~47F (extra???)
  • Forced prorate 50%
DAA 24 2.64 10 7 3 Mid R 11 3 19 -8
  • Fully invincible 1~13F
  • Throw invincible 14~29F
  • Wall sticks opponent on hit (untechable for 100F, sticks for 28F)
  • Initial prorate 50%

Specials[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Hit Ball Varies -/1.44 6 6 3 All - - - - -
  • Damage varies depending on what attack was used to hit the ball
  • Chip damage x2
Lightning Ball Varies -/0.96x3 6x3 5x3 3 All - - - - -
  • Hitstop 6F
  • Dizzy modifier x0
  • Chip damage x2
  • Each hit's damage is half of what the normal Hit Ball damage would be (lightning balls hit 3 times)
S Stinger Aim
[4]6S
30 [30] 1.50/1.44 6 6 3 All F 13 - 37 total +2
  • Venom is in CH state during recovery
  • Chip damage x2
  • FRC timing 16~18F
  • Cancelable from 13F onwards
  • Must charge back for at least 45F to perform attack
  • Ball appears on 7F
H Stinger Aim
[4]6H
46 [46] 1.50/1.44 6 6 3 All F 9 - 48 total -13
  • Venom is in CH state during move
  • Chip damage x2
  • FRC timing 15~17F
  • Cancelable from 13F onwards
  • Must charge back for at least 45F to perform attack
  • Ball appears on 4F
Charged S Stinger Aim
[4]6[S]
22x2~6 [30] 1.50/1.20x2~6 20x2~6 6x2~6 5 All F 6 after release - 30 after release see notes
  • Charge for 17~30F for 2nd stage, 31~67F for 3rd, 68~107F for 4th
  • 2nd stage Frame Adv is +10F, 3rd is +19F, 4th is +41F
  • FRC timing 9~11F after release
  • See *1 for more notes
Charged H Stinger Aim
[4]6[H]
26x2~6 [46] 1.50/1.20x2~6 20x2~6 6x2~6 5 All F 5 after release - 44 after release see notes
  • Charge 14~27F for 2nd stage, 28~64F for 3rd, 65~104F for 4th
  • 2nd stage Frame Adv is -5F, 3rd is +4F, 4th is +26F
  • FRC timing 11~13F after release
  • See *1 for more notes
S Carcass Raid
[2]8S
36 [35] 1.50/1.44 6 6 3 All - 16 - 34 total +8
  • Venom is in CH state during move
  • Chip damage x2
  • Cancellable from 13F onwards
  • Must charge back for at least 40F to perform attack
  • Ball appears on 7F
H Carcass Raid
[2]8H
50 [49] 1.50/1.44 6 6 3 All - 13 - 48 total -9
  • Venom is in CH state during move
  • Chip damage x2
  • Cancellable from 13F onwards
  • Must charge back for at least 40F to perform attack
  • Ball appears on 7F
  • Ball disappears if Venom is hit
Charged S Carcass Raid
[2]8[S]
24x2~6 [35] 1.50/1.20x2~6 20x2~6 6x2~6 5 All F after release 9 - after release 27 see notes
  • Charge 38~51F for 2nd stage, 52~88F for 3rd, 89~107F for 4th
  • 2nd stage Frame Adv is +16F, 3rd is +25F, 4th is +47F
  • See *1 for more notes
Charged H Carcass Raid
[2]8[H]
27x2~6 [49] 1.50/1.20x2~6 20x2~6 6x2~6 5 All F after release 6 - after release 41 see notes
  • Charge 38~51F for 2nd stage, 52~88F for 3rd, 89~107F for 4th
  • 2nd stage Frame Adv is -1F, 3rd is +8F, 4th is +30F
  • See *1 for more notes
Cancel
P
- - - - - - - - - 5 total -
  • Venom is in CH state during move
  • Recovery is 6F when canceling from S Stinger Aim
Ball Formation
214X
- 0.50/- - - - - - - - 26 -
  • Venom is in CH state during move
  • Air version's recovery is 35F
  • Air verison's recovery ends immediately if Venom lands during the recovery
  • Ball appears on 11F (appears on 9F in the air)
  • Can cancel into another Ball Formation from 23F onwards
  • Pressing D during animation sets balls in pre-AC ball formations
Dubious Curve
421X
32 1.00/3.12 20 6 5 Mid RF 21 3 19 -3
  • Foot invincible 1~17F
  • Slides opponent on hit (untechable for 37F, slides for 26F)
  • FRC timing 21~22F
  • Ball appears on 21F
  • Creates Lightning Ball on hit (not on trade)
  • Pressing D during animation sets balls in pre-AC ball formations
  • Can cancel into Ball Formation, Teleport, or Tactical Arch anytime before the end of the move on hit or block
S Double Head Morbid
623S
44x4 [37] 1.30/2.16 10 7 4 Mid R 9 8 24 -15
  • Floats opponent on hit (untechable for 16F)
  • Hitstop 6F
  • Blows back opponent on hit (untechable for 25F)
H Double Head Morbid
623H
21x4 [40] 2.00/2.64x4 10x4 7x4 3 Mid R 15~ 4x6 18 -16
  • Floats opponent on hit (untechable for 24F)
  • Hitstop 6F
  • Startup varies depending on distance from opponent
  • Max 4 hits
S Mad Struggle
j.236S
12x4 [37] 1.50/2.40x4 10x4 7x4 3 High, Air R 18 until landing 6 after landing +7
  • Listed Frame Adv is for TK Mad Struggle (startup 23F)
  • Venom is in CH state during move
  • Hitstop 6F
H Mad Struggle
j.236H
15x4 [37], 15x3 [40] 1.50/2.40x4, 7.20x3 10x7 7x7 3 High, Airx4,HLFx3 R 16 until landing,(5)2,6,2 20 -8
  • 1st half of the move (diving) is the exact same as S Mad Struggle
  • 2nd half of the move (kick): strike invincible 1~7F, feet and upper body invincible 8~9F, feet invincible 10~31F
  • Kick floats opponent on hit (untechable for 80F)
Teleport
623K
- - - - - - - - - total 21 -
  • Venom is in CH state from 1~9F
  • Strike invincible 10~15F
  • Fully invincible 16~20F
  • Teleport complete on 21F
  • Able to perform action on 24F
  • Auto Jump Install
*: Damages listed in [ ] is the Hit Ball damage for balls hit by the listed attack

Force Breaks[edit]

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
FB Stinger Aim
[4]6D
46 [50] -/1.44 0 6 3 All F 9 - total 38 -3
  • Venom is in CH state during move
  • Chip damage x2
  • FRC timing 15~17F
  • Cancelable from 13F onwards
  • Must charge back for at least 45F to perform attack
  • Ball appears on 4F
  • See *2,*4 for more notes
FB Charged Stinger Aim
[4]6[D]
29x2~6 [50] -/1.20x2~6 20x2~6 6x2~6 5 All F 5 after release - 34 after release see notes
  • Charge 12~22F for 2nd stage, 23~52F for 3rd, 53~104F for 4th
  • 2nd stage Frame Adv is +5F, 3rd is +14F, 4th is +36F
  • FRC timing 11~13F
  • See *1,*2,*4 for more notes
FB Carcass Raid
[2]8D
40 [39] -/1.44 0 6 3 All - 13 - total 32 +7
  • Venom is in CH state during move
  • Chip damage x2
  • Cancelable from 13F onwards
  • Must charge down for at least 40F to perform attack
  • Ball appears on 4F
  • See *2,*3,*4 for more notes
FB Charged Carcass Raid
[2]8[D]
25x2~6 [39] -/1.20x2~6 20x2~6 6x2~6 5 All - after release 6 - after release 25 see notes
  • Charge 32~41F for 2nd stage, 42~72F for 3rd, 73~107F for 4th
  • 2nd stage Frame Adv is +15F, 3rd is +24F, 4th is +46F
  • See *1,*2,*3,*4 for more notes
FB Double Head Morbid
623D
14x6 [40] 2.0/- 10x6 3x6 3 Mid R 15~ 4x5,6 22 -14
  • Floats opponent on hit (untechable for 34F)
  • Hitstop 6F
  • Startup varies depending on distance from opponent
  • See *2,*4 for more notes
FB Mad Struggle
j.236D
10,30 [50] - 20x2 0,9 5 All,HA R 14 2(2)2 6 +19
  • 2nd hit ground bounces opponent on hit (untechable for 53F)
  • 1st hit untechable for 40F on air hit
  • 2nd hit has blockstun 26F
  • 1st hit has hitstop 0F
  • 2nd hit has forced prorate 90%
  • See *2,4 for more notes
*1: in CH state till end of recovery. Cancelable. Hitstop 7F. Charging increases number of hits (2,3 or 6). Ball is released 6F after button is released. Dizzy modifier x0.
*2: Balls affected by this move can reflect horizontally off of the left and right walls once. Additionally, they may reflect horizontally off of the opponent once; this does not count against total reflections.
*3: Balls affected by this move can reflect off the ceiling three times.
*4: Placed balls will only reflect once, unless interfered with. Reflecting off the CRound does not count against total reflections.

Overdrives[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Dark Angel
2141236S
10x28 - 3x28 2x28 5 All - 7+18 - total 35 -
  • Strike invincible 7~15F
  • Untechable for 60F
  • Hitstop 0F
  • Stun modifier x0
  • Chip damage x2
  • Creates projectile on 8F
  • Goes through other projectiles
Red Hail
j.236236H
26x8 [26] - 0 6x8 3 All - 10+0 - total 91+9 after landing -
  • Chip damage x2
  • Balls disappear instantly if Venom gets hit
  • Balls fire in 8F intervals
  • Balls go through other projectiles
Tactical Arch
632146X
- - - - - - - - - total 29 -
  • Creates 5 Lightning Balls in formation depending on what button is pressed
  • Accepts formation changes until 28F

Instant Kill[edit]

Version Damage TGTension Gain. The amount of tension gained from hitting the opponent with this attack. Specials have two values: the amount of tension gained performing the attack, and the amount gained from hitting the opponent with the attack. Click the link for the full article. GB+How much the Guard Bar increases on block. Click the link for the full article. GB-How much the Guard Bar decreases on hit. Click the link for the full article. LvAttack Level determines the amount of hitstun, blockstun, etc this attack will inflict. Note that there are exceptions and they will be stated in the notes. GuardHow this attack can be guarded. Throws have their throw range listed instead. CancelWhat this attack can cancel into. StartupNumber of frames to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack values in () are for gaps betwen hits of an attack. Occurs after Startup. RecoveryHow long this attack is in a recovery state before returning to neutral. 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.
Dimmu Borgir
in IK Mode: 236236H
Fatal - 20 - - All - 15+11 6 33 -20
  • IK Mode preparation: 44F
  • Strike invincible 1~19F

Gatling Table[edit]

Ground Gatlings
P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D Sp
6P - - c.S, f.S, 2S 5H, 2H 5D, 2D Sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D Jump, Sp
2K - c.S, f.S, 2S 2H 5D, 2D Sp
6K - f.S, 2S 5H, 2H - Sp
c.S 6P 6K f.S, 2S 5H, 2H, 6H 5D, 2D Jump, Sp
f.S - 2S 5H, 2H 5D, 2D Sp
2S - - - 5H, 2H 5D, 2D Sp
5H - - - - Sp
2H - - - 5D, 2D Sp
6H - - - - - Sp
5D - - - - - homing jump
2D - - - - - Sp
Air Gatlings
P K S H D Cancel
j.P j.P j.K j.S j.H j.D Sp
j.K j.P - j.S - j.D Sp
j.S j.P - - j.H j.D Jump, Sp
j.H - - - - j.D Sp
j.D - - - - - Sp
  • 5D can be only canceled into Homing Jump on ground hit
Black = On Hit or Block
Green = Available on whiff
Sp = Special Attacks and Overdrives (aka: Specials and Supers)
Su = Overdrives (aka: Supers)

Navigation[edit]


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