GGAC/Venom: Difference between revisions

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'''Defense Modifier: x1.06'''<br/>
'''Defense Modifier: x1.06'''<br/>
'''Stun Resistance: 60'''<br/>
'''Stun Resistance: 60'''<br/>
'''Strengths:''' <br/>
'''Strengths:''' Great pressure, good poking and neutral, can rush down or zone, good anti-air, and is decently strong in every offensive aspect of the game. Ball setups allow him to be extremely versatile.<br/>
'''Weaknesses:''' <br/>
'''Weaknesses:''' Low health and guts, no reversals or any way to get out of pressure outside of system mechanics. <br/>
'''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash
'''Movement Options:''' 1 Double Jump/Air Dash, Run-Type Dash


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==Normal Moves==
==Normal Moves==
Damage values in (paretheses) note the damage or a ball launched by the move in question.
{{MoveData-P4M
{{MoveData-P4M
|name=5P
|name=5P
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  |staticDiff=-8
  |staticDiff=-8
  |description=
  |description=
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 faster than 5P would.
Recovery is a bit long, but it does in general beat low pokes which can be very useful if you have a read on the opponent. Hit balls faster than 5P would, but not as fast as S normals.
*90% prorate
*90% prorate
  }}
  }}
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  |staticDiff=-8
  |staticDiff=-8
  |description=
  |description=
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.
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. (note, picture is for ACR 6p, not AC).
*1-4f above-the-knees invuln, 5-11f upper body invuln
*1-4f above-the-knees invuln, 5-11f upper body invuln
*15 untechable time on air hit
*15 untechable time on air hit
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{{MoveData-P4M
{{MoveData-P4M
|name=Dead Angle Attack
|name=Dead Angle Attack
|image=GGAC_Venom_DAA.png
|image=GGAC_Venom_5K.png
|data=
|data=
  {{AttackData-GGAC
  {{AttackData-GGAC
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  |staticDiff=--
  |staticDiff=--
  |description=
  |description=
Damage depends on what you use to launch it. See values in ( ) by each attack.
Damage and projectile travel speed depends on what you use to launch it. See values in ( ) by each attack.
*Chip damage x2
*Chip damage x2


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  |description=
  |description=


 
  }}
  }}
  {{AttackDataNoHeader-GGAC
  {{AttackDataNoHeader-GGAC
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  |staticDiff=-13
  |staticDiff=-13
  |description=
  |description=
 
One of Venom's most important special moves. Can be used to shoot balls at a distance or to pressure up close. The FRC is essential for pressure, and can extend your combos, usually causing knockdown. Also note you can shoot summoned balls in straight lines that are around Venom.


  }}
  }}
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  |staticDiff=see notes
  |staticDiff=see notes
  |description=
  |description=
The charged version is mostly used for okizeme. Cancel into Stinger Aim from a sweep, hold the button, and let it rip. Remember to adjust for character wake up times when necessary.




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  |staticDiff=-9
  |staticDiff=-9
  |description=
  |description=
 
Another important move for Venom. Both versions have their uses for shooting balls at specific angles. The S version is especially useful in pressure for the huge frame advantage.


  }}
  }}
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  |staticDiff=see notes
  |staticDiff=see notes
  |description=
  |description=
 
Charging Carcass Raid isn't as useful as Stinger Aim overall, but the option is there.


  }}
  }}
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{{MoveData-P4M
{{MoveData-P4M
|name=Cancel
|name=Cancel
|input=During Stinger Aim or Carcass Raid, D
|input=During Stinger Aim or Carcass Raid, P
|data=
|data=
  {{AttackData-GGAC
  {{AttackData-GGAC
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  |staticDiff=--
  |staticDiff=--
  |description=
  |description=
 
Cancelling the charge is pretty strong when you can get your opponent to respect you. You can then go for a throw or continue pressure. Another use is to recover faster if your opponent is already moving away from where the shot will go.


  }}
  }}
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  |staticDiff=--
  |staticDiff=--
  |description=
  |description=
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!
{{ColumnList
{{ColumnList
|text=
|text=
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  |staticDiff=+3
  |staticDiff=+3
  |description=
  |description=
 
Another important move. On hit causes lightning balls as opposed to the normal balls. Also causes ground slide on hit (FRC will let you follow up). Plus on block, but the long startup time can get you hit or slashback'd against advanced players. Can cancel some recovery time into a summon on block or hit.


  }}
  }}
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  |staticDiff=-6
  |staticDiff=-6
  |description=
  |description=
 
Very situational move. The main use is to advance across the screen with balls covering you.


  }}
  }}
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  |staticDiff=-8
  |staticDiff=-8
  |description=
  |description=
 
A strong move. Learn to TK this move, both out of your run, and while doing c.S. 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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  |staticDiff=--
  |staticDiff=--
  |description=
  |description=
 
Teleport to the on screen ball that has been around longest. If there was no summoned ball, Venom teleports straight up. This move can both get you out of situations and set up some offense, but you need to plan it out.


  }}
  }}
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  |recovery=total 38
  |recovery=total 38
  |staticDiff=-3
  |staticDiff=-3
  |description=
  |description=Strikes a ball extremely quickly, can be useful for sniping across the screen. The ball it creates, and balls struck by it, stops in place after hitting another ball, while retaining its hitbox. Depending on how you set things up this can be useful for zoning and defense.




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  |staticDiff=see notes
  |staticDiff=see notes
  |description=
  |description=


  }}
  }}
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  |recovery=total 32
  |recovery=total 32
  |staticDiff=+7
  |staticDiff=+7
  |description=
  |description=The ball it creates, and balls struck by it, stop in place after hitting another ball, while retaining their hitbox. While this is more helpful on defense for stinger aim, with carcass raid various setups let you freeze a ball over the opponent's head on wakeup to keep them from jumping out of your pressure.




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  |staticDiff=-14
  |staticDiff=-14
  |description=
  |description=
 
A vast improvement over the regular versions. Knockdown is guaranteed 99% of the time, making it a great combo ender.


  }}
  }}
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  |staticDiff=+19
  |staticDiff=+19
  |description=
  |description=
 
Another move to learn to TK, this move leads to some of Venom's most damaging, though very practical combos. Huge plus frames on block, and cranks the guard bar. Free mixup on block because its incredible blockstun gives you time to recover in the air and air dash or land and low or whatever else you might reasonably want.


  }}
  }}
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  |staticDiff=--
  |staticDiff=--
  |description=
  |description=
 
One of the best overdrives in the game! Huge frame advantage, pushes people towards the corner as well! Will either do significant chip or drain most of their tension if they faultless defense. Lets you setup a formation or mixup of your choice. Also note that this move does not affect your summoned balls in any way.


  }}
  }}
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  |staticDiff=--
  |staticDiff=--
  |description=
  |description=
 
Subpar, especially when Venom has a ton of other options to use his meter. Pretty much only use if your air combo/chip situation will kill them.


  }}
  }}
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  |staticDiff=-20
  |staticDiff=-20
  |description=
  |description=
 
Well it looks cool at least. With the exception of certain situations against ABA, this is only a troll move.


  }}
  }}

Revision as of 13:32, 2 April 2013

Venom

Overview

Guts Rating: 1
Defense Modifier: x1.06
Stun Resistance: 60
Strengths: Great pressure, good poking and neutral, can rush down or zone, good anti-air, and is decently strong in every offensive aspect of the game. Ball setups allow him to be extremely versatile.
Weaknesses: Low health and guts, no reversals or any way to get out of pressure outside of system mechanics.
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

Damage values in (paretheses) note the damage or a ball launched by the move in question.

5P
GGAC Venom 5P.png
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.

  • 85% prorate
5K
GGAC Venom 5K.png
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, but it does in general beat low pokes which can be very useful if you have a read on the opponent. Hit balls faster than 5P would, but not as fast as S normals.

  • 90% prorate
c.S
GGAC Venom cS.png
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 pokes. 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. Sometimes useful as an anti-air, and excellent for option selecting with forward throws. The only bad thing about this move is that you can't do it from further away, so often 2K is the correct 5 frame move to use.

  • 3rd hit launches, 28 untechable frames if opponent was standing.
f.S
GGAC Venom fS.png
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. If a ball is in the way, a random f.S can be confirmed to 623D on hit for distance knockdown.

5H
GGAC Venom 5H.png
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. Puts the opponent in enough blockstun so that you can force them to block a Dark Angel, though some characters have ways out of it.

  • Staggers on hit (max 39f)
6P
GGAC Venom 6P.png
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. (note, picture is for ACR 6p, not AC).

  • 1-4f above-the-knees invuln, 5-11f upper body invuln
  • 15 untechable time on air hit
  • 90% prorate
6H
GGAC Venom 6H.png
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. Can be used as a kind-of-meh anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. 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
GGAC Venom 5D.png
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
GGAC Venom 5K.png
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
GGAC Venom 2P.png
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.

  • 80% prorate
2K
GGAC Venom 2K.png
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.

  • 70% prorate
2S
GGAC Venom 2S.png
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. Will hit at match start distance, and immediately establishes your spacing and control. This is just a move that the opponent must have an answer for.

2H
GGAC Venom 2H.png
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. Another move that is sometimes useful as a matchup-specific anti-air, and it raises guard bar by 2x14, which after a c.S will often force it flashing, bar FD.

2D
GGAC Venom 2D.png
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 sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. Venom quickly becomes very low to the ground when using it which can be useful for going under various things. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen, and can cancel to stinger aim FRC to start an air combo (though it's rare that this is the correct option, it can be useful off various corner setups.) But unfortunately, it's not something you can afford to ever just throw out, because if it whiffs they get a punish for free. Must be cancelled to be any good.

  • 6-33 low stance
  • Second hit untechable for 30 frames
  • In counterhit state until frame 29
j.P
GGAC Venom jP.png
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
GGAC Venom jK.png
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
GGAC Venom jS.png
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. Hits behind it, can be a solid crossup, allows shenanigans like wakeup ball into jumping over them and air dashing back for an unexpected overhead.

j.H
GGAC Venom jH.png
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. Decent air-to-ground poke without a ball. There's not that much to j.H to really write home about, but it's useful. The plummet effect is good for some air strings. And of course, it's useful in ball control.

  • Plummets opponent on hit (16f untechable)
j.D
GGAC Venom jD.png
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 if not blocked high in the corner it will wallbounce and you can pick them up with c.S, but watch out for that landing recovery...

  • Wallbounces, 23f untechable
  • 6f landing recovery

Throws

Throw
GGAC Venom throw.png
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
GGAC Venom airThrow.png
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. Can often connect 6H,though not against cornered opponents thanks to the dead zone; use 6P 6H or super jump with an air string then.

  • 50% prorate
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames

Special Moves

Hit Ball
GGAC Venom hitBall.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
* -/1.44 0 6 3 ANY -- -- -- -- --

Damage and projectile travel speed depends on what you use to launch it. See values in ( ) by each attack.

  • Chip damage x2
Lightning Ball
GGAC Venom lightningBall.png
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.

  • Chip damage x2
Stinger Aim
[4]6S/H
GGAC Venom 46S.png
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

One of Venom's most important special moves. Can be used to shoot balls at a distance or to pressure up close. The FRC is essential for pressure, and can extend your combos, usually causing knockdown. Also note you can shoot summoned balls in straight lines that are around Venom.

Charged Stinger Aim
[4]6[S/H]
GGAC Venom 46S.png
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

The charged version is mostly used for okizeme. Cancel into Stinger Aim from a sweep, hold the button, and let it rip. Remember to adjust for character wake up times when necessary.

Carcass Raid
[2]8S/H
GGAC Venom 28S.png
GGAC Venom 28H.png
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

Another important move for Venom. Both versions have their uses for shooting balls at specific angles. The S version is especially useful in pressure for the huge frame advantage.

Charged Carcass Raid
[2]8[S/H]
GGAC Venom 28S.png
GGAC Venom 28H.png
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

Charging Carcass Raid isn't as useful as Stinger Aim overall, but the option is there.

Cancel
During Stinger Aim or Carcass Raid, P
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- total: 5F --

Cancelling the charge is pretty strong when you can get your opponent to respect you. You can then go for a throw or continue pressure. Another use is to recover faster if your opponent is already moving away from where the shot will go.

Ball Seisei
214x
GGAC Venom 214X.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- 0.50/- -- -- -- -- -- -- -- -- --

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!

  • 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
Dubious Curve
421x
GGAC Venom 421X.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
32 1.00/3.12 20 6 5 HLF RF 21 3 19 +3

Another important move. On hit causes lightning balls as opposed to the normal balls. Also causes ground slide on hit (FRC will let you follow up). Plus on block, but the long startup time can get you hit or slashback'd against advanced players. Can cancel some recovery time into a summon on block or hit.

Double Head Morbid
623S/H
GGAC Venom 623S.png
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

Very situational move. The main use is to advance across the screen with balls covering you.

Mad Struggle
j.236S/H
GGAC Venom j236S.png
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

A strong move. Learn to TK this move, both out of your run, and while doing c.S. 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.

Shoukan Idou
623K
GGAC Venom 623K.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
-- -- -- -- -- -- -- -- -- total 21 --

Teleport to the on screen ball that has been around longest. If there was no summoned ball, Venom teleports straight up. This move can both get you out of situations and set up some offense, but you need to plan it out.


Force Breaks

Stinger Aim
[4]6D
GGAC Venom 46S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
50 (50) -/1.44 0 6 3 ANY F 9 -- total 38 -3

Strikes a ball extremely quickly, can be useful for sniping across the screen. The ball it creates, and balls struck by it, stops in place after hitting another ball, while retaining its hitbox. Depending on how you set things up this can be useful for zoning and defense.

Charged Stinger Aim
[4]6[D]
GGAC Venom 46S.png
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
Carcass Raid
[2]8D
GGAC Venom 28H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
40 (39) -/1.44 0 6 3 ANY -- 13 -- total 32 +7

The ball it creates, and balls struck by it, stop in place after hitting another ball, while retaining their hitbox. While this is more helpful on defense for stinger aim, with carcass raid various setups let you freeze a ball over the opponent's head on wakeup to keep them from jumping out of your pressure.

Charged Carcass Raid
[2]8[D]
GGAC Venom 28H.png
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
Double Head Morbid
623D
GGAC Venom 623S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
14x6 (40) 2.00/- 10x6 3x6 3 HLF R 15~ 4x5,6 22 -14

A vast improvement over the regular versions. Knockdown is guaranteed 99% of the time, making it a great combo ender.

Mad Struggle
j.236D
GGAC Venom j236S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10,30 (50) -- 20x2 0,9 5 ANY,HA R 14 2(2)2 6 +19

Another move to learn to TK, this move leads to some of Venom's most damaging, though very practical combos. Huge plus frames on block, and cranks the guard bar. Free mixup on block because its incredible blockstun gives you time to recover in the air and air dash or land and low or whatever else you might reasonably want.

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
214236S
GGAC Venom 214236S.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
10x28 -- 3x28 2x28 5 ANY -- 7+?? 18 -- total 35 --

One of the best overdrives in the game! Huge frame advantage, pushes people towards the corner as well! Will either do significant chip or drain most of their tension if they faultless defense. Lets you setup a formation or mixup of your choice. Also note that this move does not affect your summoned balls in any way.

Red Hail
j.236236H
GGAC Venom j236236H.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
26x8 (26) -- -- 6x8 3 ANY -- 10+0 -- total 91 --

Subpar, especially when Venom has a ton of other options to use his meter. Pretty much only use if your air combo/chip situation will kill them.

Instant Kill

Dimmu Borgir
236236HS
GGAC Venom IK1.png
GGAC Venom IK2.png
Damage Tension GB+ GB- Level Guard Cancel Startup Active Recovery Static Diff
Fatal -- 20 -- -- ANY -- 15+11 6 33 -20

Well it looks cool at least. With the exception of certain situations against ABA, this is only a troll move.


Strategy

Offense

Defense

Combos

Alternate Color Chart

P K S H D
AC
EX
Slash
#R