GGACR/Venom/Frame Data

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System Data[edit]


Defense:x1.06
Guts Rating:1
Weight:Middleweight (x1.0)
Stun Resistence:60
Prejump:4F
Backdash:13F (1~>7F invuln)
Wakeup Time:49F (Face Up) / 54F (Face Down)
Unique Movements:

Normals[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
5PGGAC Venom 5P.png 6 [26] Mid 6 3 9 -2 - 3 8 1.44 CSJR 1
  • Initial Prorate 85%
5KGGAC Venom 5K.png 12 [32] Mid 7 3 15 -8 - 3 8 1.44 SJR 1
  • Initial Prorate 90%
c.SGGAC Venom cS.png 16x3 [32] Mid 5 2,2,7 20 -10 - 14x3 8x3 3.84x3 SJR 4
  • 3rd hit floats opponent on hit
  • 3rd hit is untechable for 28F if 3rd hit hits a non-airborne opponent
f.SGGAC Venom fS.png 24 [38] Mid 9 2 18 -6 - 10 7 2.64 SR 3
5HGGAC Venom 5H.png 38 [42] Mid 10 7 18 -6 - 20 6 3.84 SR 5
  • Staggers opponent on hit (max 39F)
5DGGAC Venom 5D.png 20 [50] High 25 3(2)3 18 -12 - 8 20 2.64 R 3
  • Venom is in CH state during recovery
  • Max 1 hit
6PGGACR Venom 6K.png 28 [36] Mid 9 6 20 -12 1~4F Above Knees
5~11F Upper Body
- - - SR 3
  • Untechable for 22F on air hit
  • Initial prorate 90%
6K200x200px 28 [40] Mid 16 2 25 -14 - ?? ?? ?? SR 3
  • Ground bounces opponent on air hit (untechable for 45F)
  • Initial prorate 90%
6HGGAC Venom 6H.png 48 [50] Mid 15 6 27 -14 - 20 6 3.84 SR 5
  • Slams down opponent on hit
  • Untechable for 30F
  • Forced prorate 90%
2PGGAC Venom 2P.png 7 [26] Mid 7 4 10 -4 - 3 8 1.44 CSR 1
  • Initial prorate 80%
2KGGAC Venom 2K.png 8 [30] Low 5 3 9 -2 - 3 8 1.44 SR 1
  • Initial prorate 70%
2SGGAC Venom 2S.png 22 [34] Mid 6 1 20 -7 - 10 7 2.64 SR 3
2HGGAC Venom 2H.png 20x2 [44] Mid 7 6,3 21 -7 - 14x2 6x2 3.84x2 SR 4
2DGGAC Venom 2D.png 19x2 [38] Low 6 2(11)4 24 -14 6~33F Low Profile 8x2 7x2 2.64x2 SR 3
  • 2nd hit is untechable for 30F
  • Venom is in CH state until 29F
j.PGGAC Venom jP.png 10 [28] High 7 6 9 - - 3 8 1.44 CSR 1
j.KGGAC Venom jK.png 12 [32] High 8 12 12 - - 10 7 2.64 SR 3
j.SGGAC Venom jS.png 24 [37] High 7 5 21 - - 10 7 2.64 SJR 3
j.HGGAC Venom jH.png 36 [46] High 10 8 18 - - 10 7 2.64 SR 3
  • Slams down opponent on air hit (Untechable for 30F)
j.DGGAC Venom jD.png 40 [50] High/Air 7 8 13+6 after landing - - 10 10 2.64 SR 3
  • Wall bounces opponent on hit (Untechable for 24F)

Universal Mechanics[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
ThrowGGAC Venom throw.png 10x7 43 pixels - - - - - - 6 4.0 - -
  • Hitting opponent within 11F after a successful throw wall bounces opponent and increases untechable time by 30F
  • Forced prorate 50%
Air ThrowGGAC Venom airThrow.png 10x7 88 pixels - - - - - - 6 4.0 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%
DAAGGAC Venom 5K.png 24 Mid 11 3 19 -8 1~13F All
14~29F Throw
10 7 2.64 R 3
  • Wall sticks opponent on hit (untechable for 100F, sticks for 28F)
  • Initial prorate 50%

Specials[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Hit Ball Varies All - - - - - 6 6 -/1.44 - 3
  • Damage varies depending on what attack was used to hit the ball
  • Chip damage x2
Lightning Ball Varies All - - - - - 6x3 5x3 -/0.96x3 - 3
  • 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 AimGGAC Venom 46S.png
[4]6S
30 [30] All 13 - 37 total +2 - 6 6 1.50/1.44 F 3
  • 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 AimGGAC Venom 46S.png
[4]6H
46 [46] All 9 - 48 total -13 - 6 6 1.50/1.44 F 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
Charged S Stinger AimGGAC Venom 46S.png
[4]6[S]
22x2~6 [30] All 6 after release - 30 after release see notes - 20x2~6 6x2~6 1.50/1.20x2~6 F 5
  • 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 AimGGAC Venom 46S.png
[4]6[H]
26x2~6 [46] All 5 after release - 44 after release see notes - 20x2~6 6x2~6 1.50/1.20x2~6 F 5
  • 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 RideGGAC Venom 28S.png
[2]8S
36 [35] All 16 - 34 total +8 - 6 6 1.50/1.44 - 3
  • 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 RideGGAC Venom 28H.png
[2]8H
50 [49] All 13 - 48 total -9 - 6 6 1.50/1.44 - 3
  • 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 RideGGAC Venom 28S.png
[2]8[S]
24x2~6 [35] All after release 9 - after release 27 see notes - 20x2~6 6x2~6 1.50/1.20x2~6 F 5
  • 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 RideGGAC Venom 28H.png
[2]8[H]
27x2~6 [49] All after release 6 - after release 41 see notes - 20x2~6 6x2~6 1.50/1.20x2~6 F 5
  • 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 FormationGGAC Venom 214X.png
214X
- - - - 26 - - - - 0.50/- - -
  • 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 CurveGGAC Venom 421X.png
421X
32 Mid 21 3 19 -3 1~17F Feet 20 6 1.00/3.12 RF 5
  • 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 MorbidGGAC Venom 623S.png
623S
44x4 [37] Mid 9 8 24 -15 - 10 7 1.30/2.16 R 4
  • Floats opponent on hit (untechable for 16F)
  • Hitstop 6F
  • Blows back opponent on hit (untechable for 25F)
H Double Head MorbidGGAC Venom 623S.png
623H
21x4 [40] Mid 15~ 4x6 18 -16 - 10x4 7x4 2.00/2.64x4 R 3
  • Floats opponent on hit (untechable for 24F)
  • Hitstop 6F
  • Startup varies depending on distance from opponent
  • Max 4 hits
S Mad StruggleGGAC Venom j236S.png
j.236S
12x4 [37] High/Air 18 until landing 6 after landing +7 - 10x4 7x4 1.50/2.40x4 R 3
  • Listed Frame Adv is for TK Mad Struggle (startup 23F)
  • Venom is in CH state during move
  • Hitstop 6F
H Mad StruggleGGAC Venom j236S.png
j.236H
15x4 [37], 15x3 [40] High/Airx4,HLFx3 16 until landing,(5)2,6,2 20 -8 - 10x7 7x7 1.50/2.40x4, 7.20x3 R 3
  • 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)
TeleportGGAC Venom 623K.png
623K
- - - - total 21 - 10~15F Strike
16~20F All
- - - - -
  • Venom is in CH state from 1~9F
  • 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 AimGGAC Venom 46S.png
[4]6D
46 [50] All 9 - total 38 -3 - 0 6 -/1.44 F 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 AimGGAC Venom 46S.png
[4]6[D]
29x2~6 [50] All 5 after release - 34 after release see notes - 20x2~6 6x2~6 -/1.20x2~6 F 5
  • 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 RideGGAC Venom 28H.png
[2]8D
40 [39] All 13 - total 32 +7 - 0 6 -/1.44 - 3
  • 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 RideGGAC Venom 28H.png
[2]8[D]
25x2~6 [39] All after release 6 - after release 25 see notes - 20x2~6 6x2~6 -/1.20x2~6 - 5
  • 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 MorbidGGAC Venom 623S.png
623D
14x6 [40] Mid 15~ 4x5,6 22 -14 - 10x6 3x6 2.0/- R 3
  • Floats opponent on hit (untechable for 34F)
  • Hitstop 6F
  • Startup varies depending on distance from opponent
  • See *2,*4 for more notes
FB Mad StruggleGGAC Venom j236S.png
j.236D
10,30 [50] All,HA 14 2(2)2 6 +19 - 20x2 0,9 - R 5
  • 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%
  • Attack Level 6
  • 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]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Dark AngelGGAC Venom 214236S.png
2141236S
10x28 All 7+18 - total 35 - 7~15F Strike 3x28 2x28 - - 5
  • Untechable for 60F
  • Hitstop 0F
  • Stun modifier x0
  • Chip damage x2
  • Creates projectile on 8F
  • Goes through other projectiles
Red HailGGAC Venom j236236H.png
j.236236H
26x8 [26] All 10+0 - total 91+9 after landing - - 0 6x8 - - 3
  • Chip damage x2
  • Balls disappear instantly if Venom gets hit
  • Balls fire in 8F intervals
  • Balls go through other projectiles
Tactical ArchGGAC Venom TacticsArch.png
632146X
- - - - total 29 - - - - - - -
  • Creates 5 Lightning Balls in formation depending on what button is pressed
  • Accepts formation changes until 28F

Instant Kill[edit]

Name Damage GuardHow this attack can be guarded. Throws have their throw range listed instead. 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 between 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. Inv.Invincibility 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. 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. CancelWhat this attack can cancel into. Any other cases will be listed in its respective notes.
C - Chain cancellable (into itself)
S - Special/Overdrive cancellable
J - Jump cancellable
R - Roman cancellable
F - Force Roman cancellable
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.
Dimmu BorgirGGAC Venom IK1.png
GGAC Venom IK2.png

in IK Mode: 236236H
Fatal All 15+11 6 33 -20 1~19F Strike 20 - - - -
  • IK Mode preparation: 44F

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]

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