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:Double Jump, 1 Airdash, Dash Type: Run | :Double Jump, 1 Airdash, Dash Type: Run | ||
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|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_VE.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/288-venom/ | |||
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==Overview== | ==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! | 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.<br/> | :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=== | |||
:Low Health. No reversal or pressure escape options except Dead Angle. Although he has several good pokes, they rarely convert into high damage or knockdown. Suffers in neutral against the faster characters in the game, especially if they can stuff his anti-airs, since they don't give him many, if any, opportunities to set up. | :Low Health. No reversal or pressure escape options except Dead Angle. Although he has several good pokes, they rarely convert into high damage or knockdown. Suffers in neutral against the faster characters in the game, especially if they can stuff his anti-airs, since they don't give him many, if any, opportunities to set up. | ||
<br clear=all/> | <br clear=all/> | ||
==Normal Moves== | |||
======<font style="visibility:hidden" size="0">5P</font>====== | ======<font style="visibility:hidden" size="0">5P</font>====== | ||
{{MoveData | {{MoveData | ||
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|description= | |description= | ||
Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there! | Only staggers on counterhit now, lowering it's overall usefulness in combos. Still, it hits balls very fast, definitely has its uses there! | ||
Useless at normal when not shooting a ball, this move is used in specific combos, as like c.S it combos into QV against a crouching opponent. In the corner it pushes you back far enough for the vs crouching SQV combo to work, that is c.S[2]5H 41236S 6P 96 (ball hits) j.SHD 6H | |||
It's also Venom's strongest starter when the opponent is recovering crouching, like after Sol's Volcanic Viper. A lot of damage but requires point blank range to work- 5H 41236S 6P 96 (ball hits) j.SHD 6H | |||
}} | }} | ||
}} | }} | ||
====== ====== | ====== ====== | ||
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|roman=YRP | |roman=YRP | ||
|startup=7 | |startup=7 | ||
|active= | |active=4 | ||
|recovery= | |recovery=19 | ||
|frameAdv=-9 | |frameAdv=-9 | ||
|inv= | |inv= | ||
|description= | |description= | ||
A serviceable anti-air, but not that great either. Still, it's your primary anti-air regardless. Now gatlings into 6HS, although this only combos on counterhit or hitting them with a ball from 6P. Sends balls upward at a moderate speed | A serviceable anti-air, but not that great either. Still, it's your primary anti-air regardless. Now gatlings into 6HS, although this only combos on counterhit or hitting them with a ball from 6P. Sends balls upward at a moderate speed. | ||
*1-3, 7- | *1-3, 7-10 Upper Body Invincibility, 4-6 Above Knees Invincibility | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Useful in air blockstrings, combos, and setups. | Useful in air blockstrings, combos, and setups. Also a good air-to-ground poke without a ball. It's closer to the #Reload version in terms of knockdown in air combos, so it will only knockdown when closer to the ground. Hits balls very quickly at a 45 degree angle. | ||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Venom's new j.D covers | Venom's new j.D covers more than 270 degrees around him, letting him hit opponents below, next to, above, and even behind him. Pops opponents a bit higher in the air making it a critical combo component, or end combos high in the air with it for some extra damage and decent positioning. Hitting a ball with this move sends it upward into the air quickly, then ball then bounces off the ceiling and comes down. Very useful for space control! | ||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Universal Mechanics== | |||
======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ======<font style="visibility:hidden" size="0">Ground Throw</font>====== | ||
{{MoveData | {{MoveData | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Venom's throw game is really strong, because he gets immense corner carry from landing a throw. The throw itself does very little damage, but the followup combo makes this one of the most rewarding throws both in terms of damage and oki. While in a corner, your throw combo options change, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up | Venom's throw game is really strong, because he gets immense corner carry from landing a throw. The throw itself does very little damage, but the followup combo makes this one of the most rewarding throws both in terms of meterless damage and oki. While in a corner, your throw combo options change, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up is a great way to get your corner game started! | ||
}} | }} | ||
}} | }} | ||
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<br clear=all/> | <br clear=all/> | ||
==Special Moves== | |||
======<font style="visibility:hidden" size="0">Ball Set </font>====== | ======<font style="visibility:hidden" size="0">Ball Set </font>====== | ||
{{MoveData | {{MoveData | ||
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|input=214P/K/S/H (Air OK) | |input=214P/K/S/H (Air OK) | ||
|image=ggxrd_venom_ballset.png | |image=ggxrd_venom_ballset.png | ||
|caption=SET! | |||
|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Places a ball on the screen and shifts other placed balls, location depends on button pressed. Can be cancelled into another ball summon | Places a ball on the screen and shifts other placed balls, location depends on button pressed. Can be cancelled into another ball summon (either by inputting the move or new in 1.1, by simply holding another attack button) or teleport (hold the original button down). This is THE move for Venom. Knowing where and when to place these is absolutely essential. Learn the formations as listed later on the page, experiment, and of course, have fun! | ||
Balls go into the shown formation when you summon a ball with the corresponding button. | Balls go into the shown formation when you summon a ball with the corresponding button. | ||
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|inv= | |inv= | ||
|description= | |description= | ||
The move you hit a ball with changes | The move you hit a ball with changes its speed and direction. Balls can hit other balls and get them in motion as well. This will also change the direction of the original ball as well. When you hit a ball with Stinger Aim or Carcass Raid, the ball shot will no longer be a "hit ball" and move back/push forward (S/HS respectively) a bit in the direction it was traveling, as well as gain a level of charge in 1.1. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">QV</font>====== | ======<font style="visibility:hidden" size="0">QV</font>====== | ||
{{MoveData | {{MoveData | ||
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|active=8 | |active=8 | ||
|recovery=Total 38~101 | |recovery=Total 38~101 | ||
|frameAdv=-4 | |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. | 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 it's 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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|inv= | |inv= | ||
|description= | |description= | ||
Teleports Venom to the newest ball on the screen. Very useful for mobility and positioning. Because it puts you in the air, it lets you make excellent use of | Teleports Venom to the newest ball on the screen. Very useful for mobility and positioning. Because it puts you in the air, it lets you make excellent use of Venom's jump normals to hit balls at specific angles to cover space. Unlike past games, Venom autocorrects to face the opponents direction after teleporting. Venom will be able to airdash after recovering, but not double jump. | ||
*Teleport completed frame 15 | *Teleport completed frame 15 | ||
*7-10 Strike,11-14 Fully Invincible. | *7-10 Strike,11-14 Fully Invincible. | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Stinger Aim</font>====== | ======<font style="visibility:hidden" size="0">Stinger Aim</font>====== | ||
{{MoveData | {{MoveData | ||
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|active=- | |active=- | ||
|recovery=Total 43~54 <br/>Total 55~75 <br/>Total 76~102 <br/>Total 77~103 | |recovery=Total 43~54 <br/>Total 55~75 <br/>Total 76~102 <br/>Total 77~103 | ||
|frameAdv=-2 <br/> -2 <br/> 5 <br/> 26 | |frameAdv=-2 <br/> -2 <br/> +5 <br/> +26 | ||
}} | }} | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
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|frameAdv=-9 <br/> -9 <br/> -2 <br/> +19 | |frameAdv=-9 <br/> -9 <br/> -2 <br/> +19 | ||
|description= | |description= | ||
When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move | When you don't have a ball on the screen, this is the fastest way to get one up and in motion. YRC and RC are important for this move. YRC a Stinger Aim for a strong approach. As you learn Venom's pressure and blockstrings, you'll learn to YRC a Stinger Aim during a small gap in blockstun to reset your pressure. RC this move after confirming your stray poke into Stinger Aim combo and followup into a full combo and knockdown. Charging it isn't as useful anymore with the reduced frame advantage unfortunately, but it can have occasional niche uses, such as a basic okizeme tool. | ||
}} | }} | ||
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|frameAdv=-9 | |frameAdv=-9 | ||
|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 ad possible). | |||
Common places to charge downward for a Carcass Raid S- | |||
1. During oki with a ball cover, 66[3] (2K) c.S[1] 8S. | |||
2. During a jump-in normal or a j236S charge 2 -> land -> (2K) c.S[1] 8S | |||
3. 2K c.S->charge 2 *immediately* after pressing S, during the buffer before c.S even starts on the screen-> press 8S right before/during the very beginning of the 3rd hit of c.S. There's a tiny gap in there, but mixing it with c.S[2]->f.S/2S/2D should keep the opponent scared from pressing buttons. | |||
4. During 28S/28H | |||
5. During 214P, a common corner okizeme setup after 6H ender. | |||
6. c.S(charge 2), after 3rd hit 8S. Venom's midscreen throw combo. | |||
7. 663 2H[2] 8S. Another midscreen throw combo. | |||
8. When poking with 2S/2D/2K->2S/2K->2D | |||
he H version disappears if Venom gets hit. This, and the angle can leave Venom open to frontal attacks. It can be a niche move useful for specific situations- To prevent a cornered a opponent from escaping via super jump airdash above Venom and out of the corner. When spaced correctly, this also give frame advantage. Can also keep the pressure after an air convert that ends with a j.D. It can also be used when people are stalling in the air above you. On occasion, this can get use midscreen in situations where opponents are making air dashes/forward jumps, both in neutral and out of your pressure. | |||
}} | }} | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Situational move. You can use it to approach when you have multiple balls trailing behind you. You can also use it to confirm from various pokes and RC for a full followup combo. Hits balls directly upward. | Situational move. You can use it to approach when you have multiple balls trailing behind you or if you have the meter to RC. You can also use it to confirm from various pokes and RC for a full followup combo. Hits balls directly upward. Also don't forget to use this move to finish people off in a combo when normally you'd take the knockdown! | ||
}} | }} | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">Mad Struggle</font>====== | ======<font style="visibility:hidden" size="0">Mad Struggle</font>====== | ||
{{MoveData | {{MoveData | ||
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|header=no | |header=no | ||
|version=H | |version=H | ||
|damage= | |damage=15x7, 25 | ||
|level= | |level= | ||
|guard=High/Airx4 HLFx3 | |guard=High/Airx4 HLFx3 | ||
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|active=Until Landing (5)2,6,2 | |active=Until Landing (5)2,6,2 | ||
|recovery=20 | |recovery=20 | ||
|frameAdv=- | |frameAdv=-6 | ||
|inv= | |inv= | ||
|description= | |description= | ||
A strong move. Overhead and frame advtange when done right. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is | A strong move. Overhead and frame advtange when done right. The multiple hits will build a good amount of guard bar too, but scale damage when hitting. Learn to TK this move, both out of your run, and while doing c.S, 5P, and 5K. H version is unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo. It can also be used to bait anti-airs, due to Venom delaying his descent to the ground. Mad Struggle is not without weakness though, it can be vulnerable to being thrown if the last hit is instant blocked. Also keep in mind that no matter how high up, is that it will only do 4 hits in the air. | ||
*HS Version: 1-7 Strike Invincible after landing. | *HS Version: 1-7 Strike Invincible after landing. | ||
}} | }} | ||
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<br clear=all/> | <br clear=all/> | ||
==Ball Formations== | |||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
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|caption= | |caption= | ||
|textonly=yes | |textonly=yes | ||
|data=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. | |data=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. | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
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|caption= | |caption= | ||
|textonly=yes | |textonly=yes | ||
|data=Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P while traveling to its spot. You can try to be tricky and use the teleport cancel on summon to create some space | |data=Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P 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 but it's the weakest formation in neutral. | ||
}} | }} | ||
======<font style="visibility:hidden" size="0">5H</font>====== | ======<font style="visibility:hidden" size="0">5H</font>====== | ||
{{MoveData | {{MoveData | ||
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|caption= | |caption= | ||
|textonly=yes | |textonly=yes | ||
|data=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 Venom's best 2 ball zoning | |data=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. | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==Overdrives== | |||
======<font style="visibility:hidden" size="0">Dark Angel</font>====== | ======<font style="visibility:hidden" size="0">Dark Angel</font>====== | ||
{{MoveData | {{MoveData | ||
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|data= | |data= | ||
{{AttackData-GGXRD | {{AttackData-GGXRD | ||
|damage= | |damage=10x34 | ||
|tension= | |tension= | ||
|risc= | |risc= | ||
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|active=- | |active=- | ||
|recovery=Total 43 | |recovery=Total 43 | ||
|frameAdv=+ | |frameAdv=+102 | ||
|inv= | |inv= | ||
|description= | |description= | ||
A giant black multi-hitting ball that does large chip damage, can be used to force the opponent to block mixups, and raises the RISC gauge. Does not affect balls on the screen. Not as useful as game's past. Recovery is longer, and does not drain as much tension as it used to for their FDing. | A giant black multi-hitting ball that does large chip damage, can be used to force the opponent to block mixups, carry to the corner, and raises the RISC gauge. Does not affect balls on the screen. Not as useful as game's past. Recovery is longer, and does not drain as much tension as it used to for their FDing. However, 1.1 adds 6 extra hits to Dark Angel (34 hits). At this point, the primary use of the move is to force a corner carry on block after scoring a knockdown. This will allow you to essentially turn your small knockdowns into corner situations plus some chip for 50 meter with no meter gain penalty. | ||
*7 Full,8-15 Strike Invincible | *7 Full,8-15 Strike Invincible | ||
}} | }} | ||
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|inv= | |inv= | ||
|description= | |description= | ||
Woah, this move got changed for 1.1! Absorbs all of Venom's lined up balls to become bigger, and last longer. Will bounce around the screen but after getting hit, and interacts as if it's a ball, but it will turn black and need some cooldown before it can be hit again. However in 1.1, the cooldown time is MUCH shorter, and as a result, BRO is a MUCH better pressure tool, and can still be effective space control in neutral. In addition, unlike 1.0, you can gain meter during the duration, although at a significantly reduced rate. Also handy is that part of BRO counting as a ball is that it will still level up Stinger and Carcass balls hit into it. Detailed sequences coming later in the page... | |||
}} | }} | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
==[[GGXRD/Offense#Instant Kill|Instant Kill]]== | |||
{{MoveData | {{MoveData | ||
|name=Giga Machina System | |name=Giga Machina System | ||
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}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
---- | ---- | ||
{{CharLinks | |||
|charMainPage=GGXRD/Venom | |||
|videos=http://horibuna.web.fc2.com/GGXrd/GGXrd_VE.html | |||
|forums=http://www.dustloop.com/forums/index.php?/forums/forum/288-venom/ | |||
}} | |||
{{Navbar-GGXRD}} | {{Navbar-GGXRD}} | ||
[[Category:Guilty Gear | [[Category:Guilty Gear|Venom]] | ||
Latest revision as of 04:39, 25 December 2023
Venom |
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Defense Modifier: x1.03 Guts Rating: 1 Stun Resistance: 60 Jump Startup: 4F Backdash Time: 13F Backdash Invincibility: 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. Although he has several good pokes, they rarely convert into high damage or knockdown. Suffers in neutral against the faster characters in the game, especially if they can stuff his anti-airs, since they don't give him many, if any, opportunities to set up.
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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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 coming 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). |
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5H
S formation | Places a ball behind him. Primarily used for QV combos as it can be tapped by 5P 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 but it's the weakest formation in neutral. |
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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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