Overview | Combos | Strategy/Counter Strategy | Okizeme | Full Frame Data | Forums |
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 | ||||
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5P | ||||||||||
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5K | ||||||||||
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c.S | ||||||||||
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f.S | ||||||||||
5H | ||||||||||
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5D | ||||||||||
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6P | ||||||||||
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6K | ||||||||||
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6H | ||||||||||
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2P | ||||||||||
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2K | ||||||||||
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2S | ||||||||||
2H | ||||||||||
2D | ||||||||||
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j.P | ||||||||||
j.K | ||||||||||
j.S | ||||||||||
j.H | ||||||||||
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j.D | ||||||||||
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Universal Mechanics
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 | ||||
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Hit Ball | ||||||||||
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Lightning Ball | ||||||||||
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S Stinger Aim [4]6S | ||||||||||
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H Stinger Aim [4]6H | ||||||||||
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Charged S Stinger Aim [4]6[S] | ||||||||||
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Charged H Stinger Aim [4]6[H] | ||||||||||
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S Carcass Raid [2]8S | ||||||||||
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H Carcass Raid [2]8H | ||||||||||
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Charged S Carcass Raid [2]8[S] | ||||||||||
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Charged H Carcass Raid [2]8[H] | ||||||||||
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Cancel P | ||||||||||
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Ball Formation 214X | ||||||||||
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Dubious Curve 421X | ||||||||||
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S Double Head Morbid 623S | ||||||||||
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H Double Head Morbid 623H | ||||||||||
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S Mad Struggle j.236S | ||||||||||
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H Mad Struggle j.236H | ||||||||||
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Teleport 623K | ||||||||||
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- *: 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 |
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FB Stinger Aim [4]6D | |||||||||||
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FB Charged Stinger Aim [4]6[D] | |||||||||||
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FB Carcass Raid [2]8D | |||||||||||
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FB Charged Carcass Raid [2]8[D] | |||||||||||
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FB Double Head Morbid 623D | |||||||||||
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FB Mad Struggle j.236D | |||||||||||
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- *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
Instant Kill
Gatling Table
P | K | S | H | D | Cancel | |
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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 |
P | K | S | H | D | Cancel | |
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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)
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.- A.B.A [★]
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