|
|
Line 464: |
Line 464: |
| |prorate= | | |prorate= |
| |level= | | |level= |
| |guard=- | | |guard=Range 75250 |
| |cancel=R | | |cancel=R |
| |startup=- | | |startup=- |
Line 472: |
Line 472: |
| |inv= | | |inv= |
| |description= | | |description= |
| *List what the move is used for
| | Venom's throw game is really strong, because he gets immense corner carry from landing a throw. While in a corner, your combo options are more limited, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up gets your corner game started! |
| *List interesting properties in bullet points like invul, floating opponents on CH, etc.
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
Line 490: |
Line 488: |
| |prorate= | | |prorate= |
| |level= | | |level= |
| |guard=- | | |guard=Range 192500 |
| |cancel=R | | |cancel=R |
| |startup=- | | |startup=- |
Line 498: |
Line 496: |
| |inv= | | |inv= |
| |description= | | |description= |
| *List what the move is used for
| | Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a stronger option. Can also be used as an anti-air in certain situations. |
| *List interesting properties in bullet points like invul, floating opponents on CH, etc.
| |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
Line 523: |
Line 519: |
| |inv= | | |inv= |
| |description= | | |description= |
| *List what the move is used for
| | A very necessary move for Venom. Lacking a reversal attack, this move is one of your best ways to escape pressure and reset the situation back to neutral. Do note your opponents strings and when it's safe to throw it out, if it gets baited successfully, you've wasted 50 meter and your opponent is still in there... |
| *List interesting properties in bullet points like invul, floating opponents on CH, etc.
| | *1-15 Full, 16-35 Throw Invincible |
| Follow the [[Help:Writing_Character_Pages]] guidelines
| |
| }} | | }} |
| }} | | }} |
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 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
Move List
- See also: Venom Full Frame Data
Normal Moves
5P
5P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
6
|
HLF
|
CSJR
|
-
|
6
|
3
|
9
|
-2
|
Not a very useful poke on it's own. It's ability to chain into itself can be useful for burst bait combos/pressure. On the other hand, it's very useful to hit balls with. Moves balls near Venom slowly, useful for many zoning and pressure situations!
|
|
5K
5K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
12
|
HLF
|
SJR
|
-
|
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. Has a pretty good radius below and around Venom for hitting balls as well.
|
|
c.S
c.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
16x3
|
HLF
|
SJR
|
-
|
5
|
2,2,7
|
20
|
-8
|
The main basis of Venom's up close game. Cranks the guard bar with up to 3 level 4 hits (comparable to level 5 in XX). Its speed makes it handy for various links and you can freely chain into and out of it. Sometimes useful as an anti-air, but less so in Xrd. Excellent for option selecting with forward throws (6S+HS). Since you can't do it from further away, so 2K is often the correct 5 frame move to use. An IMPORTANT note is that the last hit now whiffs on most, if not all crouching characters. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate! Hits balls directly upward, it will rarely see use for hitting balls being a close slash though.
|
|
f.S
f.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
HLF
|
SR
|
-
|
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 maximum distance, it's a very useful poke that you can generally set a ball safely from. This move hits balls faster than 5K, and is especially great for that when the poke would connect with an opponent, the extra blockstun from the ball gives Venom extra frame advantage while you can special cancel the f.S.
|
|
5H
5D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
25
|
HF
|
R
|
-
|
25
|
3(2)3
|
15
|
-9
|
Venom's dust is pretty standard on its own, and Venom is in a unique situation to take advantage of it. When Venom's dust hits a ball, if it misses an opponent, it bounces off the wall. If Venom hits an opponent and a ball with dust, he can use the bounce property to get a combo with the side followup! Also the ball will help make the dust safer if they block it. It's not to be depended upon for mixup, but it's another option you can keep in mind.
|
|
2P
2K
2K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
8
|
LF
|
SR
|
-
|
5
|
3
|
9
|
-2
|
An effective close range poke. 5 frames of startup and decent range. You'll generally go into c.S to confirm or start your pressure from this. Also Venom's best orthodox tick throw setup. Hits balls slowly that are next to the ground, but this is very rare in Xrd.
|
|
2S
2S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
22
|
HLF
|
SR
|
-
|
6
|
2
|
19
|
-7
|
Venom's 2S is shockingly fast for the space it covers. A great poke! Will hit at match start distance, and immediately establishes your spacing and control. If you do need more range, use f.S. Hits balls decently fast, and you can apply similar techniques with ball pressure as you can with f.S.
|
|
2H
2H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20x2
|
-
|
-
|
-
|
7
|
6,3
|
21
|
-7
|
This move's two level 3 hits make it Venom's 2nd best to raise the guard bar with (c.S being #1). It's also a situational anti-air. Hits balls upwards and fast.
|
|
2D
2D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20x2
|
LF
|
SR
|
-
|
6
|
1(15)8
|
14
|
-8
|
Venom's sweep is fast and covers a good distance, and generally gives you time to charge a ball for safety. It can go under various things as well, but not as effective as past games. Knocks down and gets you a lot of setup time with them next to you, which is often handy midscreen. You'll generally be confirming into this move on crouching midscreen opponents. Hits balls low to the ground a moderate speed.
- 7-18 Above Knees Invincibility, 19-29 Low Profile
|
|
6P
6P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
28
|
HLF
|
SR
|
-
|
7
|
3
|
20
|
-9
|
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, 7-9 Upper Body Invincibility, 4-6 Above Knees Invincibility
|
|
6H
6H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
52
|
HLF
|
SR
|
-
|
15
|
8
|
21
|
-10
|
This move is gigantic! Swats people out of the sky. Can be used as a fair anti-air and aerial denial if you're at f.S range and expect someone may try to jump over you. It has a dead zone near Venom. It knocks down in 99% of situations, so you can use it to confirm hits into knockdowns or finish combos. When the move hits opponents early and in the air, it can combo into QV. Hits balls fast at a variety of angles, but it has too much startup + recovery to be useful for that.
|
|
j.P
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
10
|
HA
|
CSR
|
-
|
7
|
6
|
-
|
-
|
An occasional air to air. Of note is that j.p and j.s chain back and forth with each other, so you can do j.p, j.s, j.p, j.s etc. to try to keep opponents blocking your air strings. Venom's move for getting balls to move slowly in the air.
|
|
j.K
j.K
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
12
|
HA
|
SR
|
-
|
9
|
12
|
12
|
-
|
Has a small crossup hitbox. Generally used in combos, hitting balls, or going for air chains, as j.HS is considered the better move for air to ground situations. Hits balls downard at a moderate speed.
|
|
j.S
j.S
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
24
|
HA
|
SJR
|
-
|
7
|
5
|
21
|
-
|
Fast normal (as fast as j.P at least) and can hit next to or below Venom. Good crossup hitbox as well, you can jump over people and airdash into opponents, and this move will still hit. Venom's only air normal he can jump cancel on block. Sends balls at a similar angle and slightly faster than j.K.
|
|
j.H
j.H
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
36
|
HA
|
SR
|
-
|
10
|
8
|
18
|
-
|
Useful in air blockstrings, combos, and setups. Decent 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.
|
|
j.D
j.D
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
40
|
HA
|
SR
|
-
|
12
|
6
|
22+5 landing recovery
|
-
|
Venom's new j.D covers about 270 degrees around him, letting him hit opponents below, next to, and above 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!
|
|
Universal Mechanics
Ground Throw
Ground Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,6x7
|
Range 75250
|
R
|
-
|
-
|
-
|
-
|
-
|
Venom's throw game is really strong, because he gets immense corner carry from landing a throw. While in a corner, your combo options are more limited, but you'll have the positioning already, so you'll just need a knockdown. Either way, getting a throw and following it up gets your corner game started!
|
|
Air Throw
Air Throw
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
0,6x7
|
Range 192500
|
R
|
-
|
-
|
-
|
-
|
-
|
Venom's air throw is somewhat buffed. c.S's third hit seems to reach higher, meaning that most of Venom's air throws at a normal jump height can be followed up with a simple combo ending in knockdown. As Venom, you'll land a fair share of stray ball hits, so resetting opponents with air throws is a stronger option. Can also be used as an anti-air in certain situations.
|
|
Dead Angle Attack
Dead Angle Attack
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
20
|
HLF
|
R
|
-
|
13
|
3
|
24
|
-13
|
A very necessary move for Venom. Lacking a reversal attack, this move is one of your best ways to escape pressure and reset the situation back to neutral. Do note your opponents strings and when it's safe to throw it out, if it gets baited successfully, you've wasted 50 meter and your opponent is still in there...
- 1-15 Full, 16-35 Throw Invincible
|
|
Special Moves
Ball Set
Ball Hit
QV
Teleport
==
Stinger Aim [4]6S/H
|
Version
|
Damage
|
Guard
|
Cancel
|
Roman
|
Startup
|
Active
|
Recovery
|
Frame Adv.
|
S, uncharged
|
30
|
All
|
R
|
-
|
15~26
|
-
|
Total 43~54
|
-2
|
S, level 1 charge
|
22x2
|
All
|
R
|
-
|
27~47
|
-
|
Total 55~75
|
-2
|
S, level 2 charge
|
22x3
|
All
|
R
|
-
|
48~74
|
-
|
Total 76~102
|
5
|
S, level 3 charge
|
22x6
|
All
|
R
|
-
|
75~95
|
-
|
Total 77~103
|
26
|
H, uncharged
|
42
|
All
|
R
|
-
|
9~20
|
-
|
Total 44~55
|
-9
|
H, level 1 charge
|
25x2
|
ALL
|
R
|
-
|
21~41
|
-
|
Total 56~76
|
-9
|
H, level 2 charge
|
25x3
|
All
|
R
|
-
|
42~68
|
-
|
Total 77~103
|
-2
|
H, level 3 charge
|
25x6
|
All
|
R
|
-
|
69~89
|
-
|
Total 104~124
|
+19
|
- List what the move is used for
- List interesting properties in bullet points like invul, floating opponents on CH, etc.
Follow the Help:Writing_Character_Pages guidelines
|
|
Carcass Raid
Double Head Morbid
Mad Struggle
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
Red Hail
Bishop Runout
Giga Machina System in IK mode: 236236H
|
|
Strategy
General Tactics
Tips and Tricks
Combos