GGACR/Venom/Frame Data

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Revision as of 00:40, 23 June 2020 by Shtkn (talk | contribs)
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System Data


Normals

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
5P
  • Initial Prorate 85%
5K
  • Initial Prorate 90%
c.S
  • 3rd hit floats opponent on hit
  • 3rd hit is untechable for 28F if 3rd hit hits a non-airborne opponent
f.S
5H
  • Staggers opponent on hit (max 39F)
5D
  • Venom is in CH state during recovery
  • Max 1 hit
6P
  • Above knees invincible 1~4F
  • Upper body invincible 5~11F
  • Untechable for 22F on air hit
  • Initial prorate 90%
6K
  • Ground bounces opponent on air hit (untechable for 45F)
  • Initial prorate 90%
6H
  • Slams down opponent on hit
  • Untechable for 30F
  • Forced prorate 90%
2P
  • Initial prorate 80%
2K
  • Initial prorate 70%
2S
2H
2D
  • Low profile 6~33F
  • 2nd hit is untechable for 30F
  • Venom is in CH state until 29F
j.P
j.K
j.S
j.H
  • Slams down opponent on air hit (Untechable for 30F)
j.D
  • Wall bounces opponent on hit (Untechable for 24F)

Universal Mechanics

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Throw
  • Hitting opponent within 11F after a successful throw wall bounces opponent and increases untechable time by 30F
  • Forced prorate 50%
Air Throw
  • 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
  • Fully invincible 1~13F
  • Throw invincible 14~29F
  • Wall sticks opponent on hit (untechable for 100F, sticks for 28F)
  • Initial prorate 50%

Specials

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Hit Ball
  • Damage varies depending on what attack was used to hit the ball
  • Chip damage x2
Lightning Ball
  • 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
  • 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
  • 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]
  • 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]
  • 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
  • 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
  • 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]
  • 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]
  • 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
  • Venom is in CH state during move
  • Recovery is 6F when canceling from S Stinger Aim
Ball Formation
214X
  • 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
  • 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
  • Floats opponent on hit (untechable for 16F)
  • Hitstop 6F
  • Blows back opponent on hit (untechable for 25F)
H Double Head Morbid
623H
  • Floats opponent on hit (untechable for 24F)
  • Hitstop 6F
  • Startup varies depending on distance from opponent
  • Max 4 hits
S Mad Struggle
j.236S
  • Listed Frame Adv is for TK Mad Struggle (startup 23F)
  • Venom is in CH state during move
  • Hitstop 6F
H Mad Struggle
j.236H
  • 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
  • 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

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
FB Stinger Aim
[4]6D
  • 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]
  • 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
  • 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]
  • 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
  • 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
  • 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

Version Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dark Angel
2141236S
  • 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
  • Chip damage x2
  • Balls disappear instantly if Venom gets hit
  • Balls fire in 8F intervals
  • Balls go through other projectiles
Tactical Arch
632146X
  • Creates 5 Lightning Balls in formation depending on what button is pressed
  • Accepts formation changes until 28F

Instant Kill

Damage GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active. ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup. RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state. On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame. Invulnerability
Dimmu Borgir
in IK Mode: 236236H
  • IK Mode preparation: 44F
  • Strike invincible 1~19F

Gatling Table

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

To edit frame data, edit values in GGACR/Venom/Data. Be sure to update both the move and the move Full sections. One is shown on the character page, while the other is shown on the frame data page.