|
|
Line 475: |
Line 475: |
| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | | A throw with low-average range. The different ways you can combo off of it mean you have a huge amount of setup options afterwards. |
| | | *50% prorate |
| | *Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames |
| }} | | }} |
| }} | | }} |
Line 497: |
Line 498: |
| |staticDiff=-- | | |staticDiff=-- |
| |description= | | |description= |
| | | Can start a small combo if you throw the opponent while very low to the ground. |
| | | *50% prorate |
| | *Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames |
| }} | | }} |
| }} | | }} |
Overview
Guts Rating: 1
Defense Modifier: x1.06
Stun Resistance: 60
Strengths:
Weaknesses:
Movement Options: 1 Double Jump/Air Dash, Run-Type Dash
Move List
- See also: Venom Full Frame Data
Note for the Guard section in the tables:
- H: can block while standing
- L: can block while crouching
- F: can block while in the air only with Faultless Defense
- All: can be blocked however
- All attacks can be blocked with aerial Faultless Defense unless stated otherwise.
Normal Moves
5P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
6 (26)
|
1.44
|
3
|
8
|
1
|
HLF
|
cGJR
|
6
|
3
|
9
|
-2
|
Not such a great poke on its own. Most valuable for its ability to quickly set balls in motion. Hits them very slowly, perfect for chasing after them.
|
|
5K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12 (32)
|
1.44
|
3
|
8
|
1
|
HLF
|
GJR
|
7
|
3
|
15
|
-8
|
Recovery is a bit long, and its hitbox is less helpful than 2S. Primarily useful as a rare combo move and to sometimes hit balls just a bit faster than 5P would.
|
|
c.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
16x3 (32)
|
3.84x3
|
20x3
|
8x3
|
5
|
HLF
|
GJR
|
5
|
2,2,7
|
20
|
-8
|
This move is absolutely amazing. In ranges you can use it, this is definitely one of your go-to poke. Deals massive guard bar on block and offers time to charge a ball in and of itself. Its speed makes it handy for various links and you can freely chain into and out of it. There's nothing bad about this move.
- 3rd hit launches, 28 untechable frames if opponent was standing.
|
|
f.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
24 (38)
|
2.64
|
10,
|
7
|
3
|
HLF
|
GR
|
9
|
2
|
18
|
-6
|
Venom's far slash is excellent for controlling space. Though Venom reaches his vulnerable box forward during use, it's pretty fast and it covers a great distance. If you're at that end point, it's a very useful poke that you can generally cancel a ball from.
|
|
5H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
38 (42)
|
3.84
|
20
|
6
|
5
|
HLF
|
GR
|
10
|
7
|
18
|
-6
|
A fair move in blockstrings and ground combos, though it's not much use as a poke. Does get balls moving very quick quite fast, though.
- Staggers on hit (max 39f)
|
|
6P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
28 (40)
|
2.64
|
10
|
7
|
3
|
HLF
|
GR
|
10
|
2
|
20
|
-8
|
Venom's anti-air is not the best, but it accomplishes what you'd really want it to. Has a very vertical hitbox which can make up for its hurtbox not being particularly small. Good in combos thanks to the 6P 6H Carcass Raid chain.
- 1-4f above-the-knees invuln, 5-11f upper body invuln
- 15 untechable time on air hit
- 90% prorate
|
|
6H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
48 (50)
|
3.84
|
20
|
6
|
5
|
HLF
|
GR
|
15
|
8
|
23
|
-12
|
This move is gigantic! Swats people out of the sky. Watch out for its dead zone, though. A staple combo move with its groundbounce and long untechable time.
- 90% forced prorate
- Groundbounces, 44f plummet on hit
|
|
5D
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20 (50)
|
2.64
|
8
|
7
|
3
|
HF
|
R
|
23
|
3(2)3
|
18
|
-12
|
A pretty standard dust that leads to some good things. Launches balls extremely quickly, though thanks to its startup time this is rarely useful.
- CH state until end of recovery
|
|
Dead Angle Attack
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
24
|
2.64
|
10
|
7
|
3
|
HF
|
R
|
11
|
3
|
19
|
-8
|
Venom has no moves with actual invulnerability and his backstep is pretty mediocre. Thankfully, though, he has this move. Wallsticks, and knocks the opponent across the arena if you're not close enough to a corner.
- 1-13 invuln, 14-29 throw invuln
- Wallsticks (100f untechable time, 28f wallstick)
- 50% prorate
|
|
2P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
7 (26)
|
1.44
|
3
|
8
|
1
|
HLF
|
cGR
|
7
|
4
|
10
|
-4
|
Pretty much a crouching 5P. Useful for ball control and not for much else.
|
|
2K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
8 (30)
|
1.44
|
3
|
8
|
1
|
LF
|
GR
|
5
|
3
|
9
|
-2
|
This little kick, though, is really good. Tied with c.S for Venom's fastest normal, a staple low for combo starters and a pretty good poke in general. Its proration is kind of unfortunate, but that's to be expected from 2Ks. Will hit balls flush against the ground.
|
|
2S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
22 (34)
|
2.64
|
10
|
7
|
3
|
HLF
|
GR
|
6
|
1
|
20
|
-7
|
Venom's 2S is shockingly fast for the space it covers. A great poke; everything beyond its reach is f.S territory anyway.
|
|
2H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
20x2 (44)
|
3.84x2
|
14x2
|
6x2
|
4
|
HLF
|
GR
|
7
|
6,3
|
21
|
-7
|
Hits balls at a useful angle, is useful in ground combos and blockstrings.
|
|
2D
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
19x2 (38)
|
2.64x2
|
8x2
|
7x2
|
3
|
LF
|
GR
|
6
|
2(11)4
|
24
|
-14
|
Venom's finely tuned assassin skills at their most impressive, Venom's ability to fall to the ground and flail wildly have been key to many a mission. Covers the range it covers quite well, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground which can be useful for going under various things.
- 6-33 low stance
- Second hit untechable for 30 frames
- In counterhit state until frame 29
|
|
j.P
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
10 (28)
|
1.44
|
3
|
8
|
1
|
HLF
|
cGR
|
7
|
6
|
9
|
--
|
Venom's move for getting balls to move slowly in the air, there's... Really not that much more to it than that.
|
|
j.K
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12 (232)
|
2.64
|
10
|
7
|
3
|
HF
|
GR
|
8
|
12
|
12
|
--
|
Hits balls at a very useful angle and is fairly wide in and of itself.
|
|
j.S
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
12 (32)
|
2.64
|
10
|
7
|
3
|
HF
|
GJR
|
7
|
3
|
21
|
--
|
Venom's fastest air normal. It's jump cancellable, hits balls at a great angle (if a bit too fast for many setups), and is generally a solid tool.
|
|
j.H
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
36 (46)
|
2.64
|
10
|
7
|
3
|
HF
|
GR
|
10
|
8
|
18
|
--
|
Useful in air blockstrings, combos, and setups. There's not that much to j.H to really write home about, but it's useful. Of course, it's useful in ball control.
- Plummets opponent on hit (16f untechable)
|
|
j.D
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
40 (50)
|
2.64
|
10
|
10
|
3
|
HF
|
GR
|
7
|
8
|
13
|
--
|
Another fast Venom air move, this one makes for pretty decent air-to-air and also wallbounces. Can also be useful in air dash blockstrings as a surprise extra overhead, but watch out for that landing recovery...
- Wallbounces, 23f untechable
- 6f landing recovery
|
|
Throws
Throw
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
10x7
|
4.00
|
--
|
6
|
--
|
43dot
|
--
|
--
|
--
|
--
|
--
|
A throw with low-average range. The different ways you can combo off of it mean you have a huge amount of setup options afterwards.
- 50% prorate
- Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
|
|
Air Throw
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
10x7
|
4.00
|
--
|
6
|
--
|
88dot
|
--
|
--
|
--
|
--
|
--
|
Can start a small combo if you throw the opponent while very low to the ground.
- 50% prorate
- Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
|
|
Special Moves
Hit Ball
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
*
|
-/1.44
|
0
|
6
|
3
|
ANY
|
--
|
--
|
--
|
--
|
--
|
Damage depends on what you use to launch it. See values in ( ) by each attack.
|
|
Lightning Ball
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
*
|
-/0.96x3
|
0
|
5x3
|
3
|
ANY
|
--
|
--
|
--
|
--
|
--
|
Each hit does 1/2 the value normal Hit Ball would do. Lightning Ball hits 3 times.
|
|
Stinger Aim [4]6S/H
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
30 (30)
|
1.50/1.44
|
0
|
6
|
3
|
ANY
|
F
|
13
|
--
|
37 total
|
+2
|
H
|
46 (46)
|
1.50/1.44
|
0
|
6
|
3
|
ANY
|
F
|
9
|
--
|
48 total
|
-13
|
|
Charged Stinger Aim [4]6[S/H]
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
22x2~6 (30)
|
1.50/1.20x2~6
|
20x2~6
|
6x2~6
|
5
|
ANY
|
F
|
after release 6
|
--
|
after release 30
|
see notes
|
H
|
26x2~6 (46)
|
1.50/1.20x2~6
|
20x2~6
|
6x2~6
|
5
|
ANY
|
F
|
after release 5
|
--
|
after release 44
|
see notes
|
|
Carcass Raid [2]8S/H
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
36 (35)
|
1.50/1.44
|
0
|
6
|
3
|
ANY
|
--
|
16
|
--
|
34 total
|
+8
|
H
|
50 (49)
|
1.50/1.44
|
0
|
6
|
3
|
ANY
|
--
|
13
|
--
|
48 total
|
-9
|
|
Charged Carcass Raid [2]8[S/H]
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
22x2~6 (30)
|
1.50/1.20x2~6
|
20x2~6
|
6x2~6
|
5
|
ANY
|
F
|
after release 9
|
--
|
after release 30
|
see notes
|
H
|
26x2~6 (46)
|
1.50/1.20x2~6
|
20x2~6
|
6x2~6
|
5
|
ANY
|
F
|
after release 6
|
--
|
after release 44
|
see notes
|
|
Cancel During Stinger Aim or Carcass Raid, D
|
|
Ball Seisei 214x
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
--
|
0.50/-
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
--
|
- In CH state until move ends
- Total 26 frames (35 frames in the air)
- 11F until ball appears (in air, 9F until appearance)
- Total 26 frames (35 frames in the air)
- 11F until ball appears (in air, 9F until appearance)
- Can cancel into another ball formation on 23F and after
- If landing during the recovery period, the recovery ends
|
|
Double Head Morbid 623S/H
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
17x4 (34)
|
1.530/2.16x4
|
10x4
|
7x4
|
3
|
HLF
|
R
|
9
|
4x4
|
16
|
-6
|
H
|
21x4 (40)
|
2.00/2.64x4
|
10x4
|
7x4
|
3
|
HLF
|
R
|
15~
|
4x6
|
18
|
-6
|
|
Mad Struggle j.236S/H
|
Version
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
S
|
12x4 (37)
|
1.50/2.40x4
|
10x4
|
7x4
|
3
|
HA
|
R
|
18
|
while airborne
|
6F after landing
|
+7
|
H
|
15x4 (37), 15x3 (40)
|
1.50/2.40x4, 7.20x3
|
10x7
|
7x7
|
3
|
HAx4, HLFx3
|
R
|
16
|
while airborne, (5)2,6,2
|
20
|
-8
|
|
Force Breaks
Charged Stinger Aim [4]6[D]
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
29x2~6 (50)
|
-/1.20x2~6
|
20x2~6
|
6x2~6
|
5
|
ANY
|
F
|
after release 5
|
--
|
after release 34
|
see notes
|
|
Charged Carcass Raid [2]8[D]
|
Damage
|
Tension
|
GB+
|
GB-
|
Level
|
Guard
|
Cancel
|
Startup
|
Active
|
Recovery
|
Static Diff
|
25x2~6 (39)
|
-/1.20x2~6
|
20x2~6
|
6x2~6
|
5
|
ANY
|
--
|
after release 6
|
--
|
after release 25
|
see notes
|
|
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
Instant Kill
Strategy
Combos
Alternate Color Chart
Click [★] for character's full frame data