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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 or teleport (the latter by holding the 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! | |||
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|inv= | |inv= | ||
|description= | |description= | ||
The move you hit a ball with changes it's 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 original ball will no longer be a "hit ball" and move back/push forward (S/HS respectively) a bit in the direction it was traveling. It cannot be moved with a Ball Set/QV, and will stay in that spot until hit with another move or disappearing naturally. | |||
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|frameAdv=-4 | |frameAdv=-4 | ||
|description= | |description= | ||
A new move for Venom in Xrd. You can cancel the recovery into ball summon. You can charge it up to produce balls similar to those shot in charged Stinger Aims. In addition, while charging, it absorbs opposing projectiles. It's primary use are to end combos with knockdown and balls while squeezing a little extra damage in. 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 j.D. Unlike past games, Venom autocorrects to face the opponents direction after teleporting. | |||
*Teleport completed frame 15 | |||
*7-10 Strike,11-14 Fully Invincible. | |||
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|inv= | |inv= | ||
|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 to confirm 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. | |||
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|frameAdv=-9 | |frameAdv=-9 | ||
|description= | |description= | ||
A very important move. The S version has huge frame advantage on block. Although it covers a very specific portion of the screen, it's use in zoning is limited, more of a pressure tool up close and sometimes at mid range. The HS version controls space very effectively, and when spaced right, has it's own uses for pressure in the corner. However, the HS version disappears is Venom is hit. | |||
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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. | |||
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|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 of course unsafe due to the flip, so you should usually stick to the S version unless you have meter, or doing a specific combo. | |||
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Revision as of 02:41, 13 November 2014
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 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. Mediocre Anti-Air. Mediocre Backdash.
- Movement Options
- Double Jump, 1 Air Dash, Dash Type: Run
Defense Modifier: x1.06
Guts Rating: 1?
Stun Resistance: 60?
Jump Startup: 4F
Backdash Time: 13F
Backdash Invincibility: 1-7F
Move List
- See also: Venom Full Frame Data
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 |
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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 |
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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 [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
Balls go into the shown formation when you summon a ball with the corresponding button.
For example, doing K summon, then S summon would go into S formation with only the K and S balls available.
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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