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|weight=Medium | |||
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===Strengths=== | ===Strengths=== | ||
* Great pressure | |||
* Good pokes, neutral game, and okizeme | |||
* Rushdown and zoning are both viable options | |||
* Workable mixup | |||
* Ball setups allow for extreme versatility<br/> | |||
===Weaknesses=== | ===Weaknesses=== | ||
* Low Health | |||
* No reversal or pressure escape options except Dead Angle | |||
* Pokes rarely convert into high damage or knockdown | |||
* Neutral game requires time and space in order to set up pool balls | |||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | ==Normal Moves== | ||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
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|frameAdv=-4, -1, +1, +5 | |frameAdv=-4, -1, +1, +5 | ||
|description= | |description= | ||
A new move for Venom in Xrd. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. QV also gains an attack level in version 1.1 for each level of charge, increasing | A new move for Venom in Xrd. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. QV also gains an attack level in version 1.1 for each level of charge, increasing its block stun and thus, frame advantage (numbers coming later). Its primary uses are to end combos with knockdown and balls while squeezing a little extra damage in, or as a combo tool. It can also be used as a meaty oki tool. Charge it up and meaty it so you're plus on block and have an extra ball out, possibly one that deals multiple hits. | ||
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|description= | |description= | ||
The S version is one of Venom's most important specials. Charging down during chain routes isn't easy, and needs careful planning and knowledge, but it's worth it and essential. From point blank to 2S range, 28S provides frame advantage and resets pressure. It can also used instead of Stinger Aim against character that can go beneath it with a low profile move. The longer the distance you use it in, the easier it is to go above it with air movement, which is the move's flaw. But punishing it on reaction (when you are not being predictable) is pretty hard, and with 25% meter, the option to YRC it on reaction if the opponent predicted it makes the move extremely potent for midrange space control. Careful that the charge time is really long, and you'll need to wait some extra frames in between using 2 in a row, unless you use the block lag of a move for extra time (such as 2S, 28S 28S as fast | The S version is one of Venom's most important specials. Charging down during chain routes isn't easy, and needs careful planning and knowledge, but it's worth it and essential. From point blank to 2S range, 28S provides frame advantage and resets pressure. It can also used instead of Stinger Aim against character that can go beneath it with a low profile move. The longer the distance you use it in, the easier it is to go above it with air movement, which is the move's flaw. But punishing it on reaction (when you are not being predictable) is pretty hard, and with 25% meter, the option to YRC it on reaction if the opponent predicted it makes the move extremely potent for midrange space control. Careful that the charge time is really long, and you'll need to wait some extra frames in between using 2 in a row, unless you use the block lag of a move for extra time (such as 2S, 28S 28S as fast as possible). | ||
Common places to charge downward for a Carcass Raid S- | Common places to charge downward for a Carcass Raid S- | ||
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{{Navbar-GGXRD-R}} | {{Navbar-GGXRD-R}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Venom]] | ||
Latest revision as of 04:51, 25 December 2023
Venom |
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Defense Modifier: x1.03 Guts Rating: 1 Weight: Medium Stun Resistance: 60 Jump Startup: 4F Backdash Time 13F / Invul: 1-7F
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Overview
Looking at Venom, one can already see his unique weapon, a pool cue, and see how even in the world of Guilty Gear, he stands out. It's not just in aesthetics though, Venom's gameplay is one of the most unique in any fighting game! Venom has the ability to line up pool balls on the screen in various formations. He can then launch them in many different directions and speeds by hitting them with nearly any of his moves! Although this gives him zoning and neutral capabilities, his strongest aspect is actually his pressure game! Venom is an advanced character, you'll have to learn his unique neutral game as well as play strong defense, for he has no reversal (even with meter), but when you put his gameplan together, he is a versatile character who is immensely satisfying to play!
Strengths
- Great pressure
- Good pokes, neutral game, and okizeme
- Rushdown and zoning are both viable options
- Workable mixup
- Ball setups allow for extreme versatility
Weaknesses
- Low Health
- No reversal or pressure escape options except Dead Angle
- Pokes rarely convert into high damage or knockdown
- Neutral game requires time and space in order to set up pool balls
Normal Moves
5P
5P |
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5K
5K |
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c.S
c.S |
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f.S
f.S |
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5H
5H |
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5D |
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2P
2P |
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2K
2K |
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2S
2S |
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2H
2H |
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2D
2D |
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6P
6P |
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6H
6H |
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j.P
j.P |
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j.K
j.K |
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j.S
j.S |
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j.H
j.H |
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j.D
j.D |
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Universal Mechanics
Ground Throw
Ground Throw |
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Air Throw
Air Throw |
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Dead Angle Attack
Dead Angle Attack |
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Blitz Shield Charge Attack
Blitz Attack |
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Special Moves
Ball Set
Ball Set 214P/K/S/H (Air OK) |
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Ball Hit
Ball Hit |
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QV
QV 41236P/K/S/H |
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Teleport
Teleport 623K |
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Stinger Aim
Stinger Aim [4]6S/H |
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Carcass Raid
Carcass Raid [2]8S/H |
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Double Head Morbid
Double Head Morbid 623S/H |
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Mad Struggle
Mad Struggle j.236S/H |
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Ball Formations
5H
P Formation | P will be the formation you probably do the most in any given match. Placing the ball right in front of him lets him tap it with P and get in motion right away, while his other buttons can be used to get it going faster. In addition S>P, dash 5K (5P in corner) is a good okizeme formation. Has uses in combos too. In 1.1 now, 2S will now hit the P ball, strengthening this formation's use in the corner especially. P formation has weaker zoning than in prior games, because the other 3 balls are placed further away from Venom. |
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5H
K formation | K Formation puts a ball above Venom. You'll use it for K Ball oki on knockdowns (description now in the Beginner and Intermediate Guide to Venom linked later on this page, but it is similar to the one on the +R page). You'll also use it for some combos, especially ones planned in advance (with K ball out, 6P>6HS is a true combo). In addition, P>K is a very versatile formation for zoning. |
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5H
S formation | Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P or 6P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space. It has some corner okizeme uses as well. |
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5H
HS formation | Places a ball in front of Venom. There's a few uses for this formation. You can place a HS ball on oki and safe jump (will make HS Ball Oki writeup as well). It's Venom's best ball for using the new Stinger Aim properties. Because it places the ball further out, your teleport can get behind your opponent more frequently (and it can be pushed even further by a HS Stinger). And last but not least, S>HS immediate 5P is one of Venom's best 2 ball zoning formations. |
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Overdrives
Dark Angel
Dark Angel 2363214S |
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Red Hail
Red Hail j.236236HS |
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Bishop Runout
Bishop Runout 2363214H |
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Instant Kill
Giga Machina System in IK mode: 236236H |
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