GGAC/Venom/Frame Data

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< GGAC‎ | Venom

Normals

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD Notes
P 6 (26) 1.44 3 8 1 HLF cGJR 6 3 9 -2
  • 85% Prorate
K 12 (32) 1.44 3 8 1 HLF GJR 7 3 15 -8
  • 90% Prorate
c.S 16×3 (32) 3.84×3 20×3 8×3 5 HLF GJR 5 2,2,7 20 -8
  • 3rd hit launches
  • If 3rd hit hits opponent not in the air, there are 28 untechable frames
f.S 24 (38) 2.64 10 7 3 HLF GR 9 2 18 -6 -
H 38 (42) 3.84 20 6 5 HLF GR 10 7 18 -6
  • Staggers (max 39 frames)
Dust 20 (50) 2.64 8 7 3 HF R 23 3(2)3 18 -12
  • CH state till end of recovery
  • Max of 1 hit
6P 28 (40) 2.64 10 7 3 HLF GR 10 2 20 -8
  • Frames 1-4 above the knees invulnerability
  • Frames 5-11 upper body invulnerability
  • On air hit, untechable for 15F
  • 90% Prorate
6H 48 (50) 3.84 20 6 5 HLF GR 15 8 23 -12
  • Plummets on hit (44 untechable frames)
  • 90% Forced Prorate
2P 7 (26) 1.44 3 8 1 HLF cGR 7 4 10 -4
  • 80% Prorate
2K 8 (30) 1.44 3 8 1 LF GR 5 3 9 -2
  • 70% Prorate
2S 22 (34) 2.64 10 7 3 HLF GR 6 1 20 -7 -
2H 20×2 (44) 3.84×2 14×2 6×2 4 HLF GR 7 6,3 21 -7 -
2D 19×2 (38) 2.64×2 8×2 7×2 3 LF GR 6 2(11)4 24 -14
  • 6-33 low stance
  • 2nd hit untechable 30 frames
  • CH state till F29
j.P 10 (28) 1.44 3 8 1 HF cGR 7 6 9 - -
j.K 12 (32) 2.64 10 7 3 HF GR 8 12 12 - -
j.S 12 (32) 2.64 10 7 3 HF GJR 7 3 21 - -
j.H 36 (46) 2.64 10 7 3 HF GR 10 8 18 -
  • Plummets opponent on air hit (untechable 16F)
j.D 40 (50) 2.64 10 10 3 HF GR 7 8 13 -
  • Wallbounce, 23 untechable frames
  • 6 frames of recovery after landing
DAA 24 2.64 10 7 3 HF R 11 3 19 -8
  • Frames 1-13 invulnerability, frames 14-29 invulnerability to throws
  • On hit, causes wall stick. (untechable for 100F, wall stick for 28F)
  • 50% Prorate
Throw 10×7 4.0 - 6 - 43dot - - - - -
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
  • 50% Prorate
Air Throw 10×7 4.0 - 6 - 88dot - - - - -
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
  • 50% Prorate

Specials

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Hit Ball * -/1.44 0 6 3 ANY - - - - -
  • Damage varies depending on what attack was used to hit the ball
  • Chip damage x2
Lightning Ball * -/0.96×3 0 5×3 3 ANY - - - - -
  • Hit stop 6
  • Does no dizzy
  • Chip damage x2
  • Each hit's damage is half of what the normal Hit Ball damage would be (lightning balls hit 3 times)
Stinger Aim (S)
[4]6S
30 (30) 1.50/1.44 0 6 3 ANY F 13 - 37 total +2
  • Venom is in counter-hit state till end of recovery
  • Chip damage x2
  • FRC window on frames 16-18
  • Cancellable from frame 13 on
  • Charge [4] for at least 45 frames
  • Ball appears on 7th frame
Stinger Aim (H)
[4]6H
46 (46) 1.50/1.44 0 6 3 ANY F 9 - 48 total -13
  • Venom is in counter-hit state
  • Chip damage x2
  • FRC window on frames 15-17
  • Cancellable from frame 13 on
  • Charge [4] for at least 45 frames
  • Ball appears on 4th frame
Charged Stinger Aim (S)
[4]6[S]
22×2~6 (30) 1.50/1.20×2~6 20×2~6 6×2~6 5 ANY F after release 6 - after release 30 see notes
  • FRC timing: frames 9-11 after releasing button
  • Startup for different versions is as follows: 2nd charge stage (17~30F) + 6F, 3rd stage (31~67F) + 6F, 4th stage (68~107F) + 6F
  • 2nd hit adv is +10F, 3rd hit adv is +19F, 4th hit adv is +41F
  • See %1 for more notes
Charged Stinger Aim (H)
[4]6[H]
26×2~6 (46) 1.50/1.20×2~6 20×2~6 6×2~6 5 ANY F after release 5 - after release 44 see notes
  • FRC on frames 11-13
  • Ball starts attacking 5 frames after H release
  • See %1 for more notes
  • For 2nd charge stage (14~27F) + 5F, 3rd stage (28~64F) + 5F, 4th stage (65~104F) + 5F
  • 2nd hit adv is -5F, 3rd hit adv is +4F, 4th hit adv is +26F
Carcass Raid (S)
[2]8S
36 (35) 1.50/1.44 0 6 3 ANY - 16 - 34 total +8
  • Venom is in counter-hit state
  • Chip damage x2
  • Cancellable from F13 on
  • Charge [2] for at least 40 frames
  • Ball appears on 7th frame
Carcass Raid (H)
[2]8H
50 (49) 1.50/1.44 0 6 3 ANY - 13 - 48 total -9
  • Venom is in counter-hit state
  • Chip damage x2
  • Cancellable from F13 on
  • Charge [2] for at least 40 frames
  • Ball appears on 7th frame
  • Ball disappears if Venom is hit
Charged Carcass Raid (S)
[2]8[S]
22×2~6 (30) 1.50/1.20×2~6 20×2~6 6×2~6 5 ANY F after release 9 - after release 30 see notes
  • Ball starts attacking 9 frames after S release
  • See %1 for more notes
  • For 2nd charge stage (38~51F) + 9F, 3rd stage (52~88F) + 9F, 4th stage (89~107F) + 9F
  • 2nd hit adv is +16F, 3rd hit adv is +25F, 4th hit adv is +47F
Charged Carcass Raid (H)
[2]8[H]
26×2~6 (46) 1.50/1.20×2~6 20×2~6 6×2~6 5 ANY F after release 6 - after release 44 see notes
  • Ball starts attacking 6 frames after H release
  • See %1 for more notes
  • For 2nd charge stage (38~51F) + 6F, 3rd stage (52~88F) + 6F, 4th stage (89~107F) + 6F
  • 2nd hit adv is -1F, 3rd hit adv is +8F, 4th hit adv is +30F
Cancel - - - - - - - - - total: 5F -
  • Venom is in counter-hit state
  • Total recovery is 6F when cancelling Stinger Aim(S)
Ball Seisei
214X
- 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)
  • Can cancel into another ball formation on 23F and after
  • If landing during the recovery period, the recovery ends
Dubious Curve
421X
32 1.00/3.12 20 6 5 HLF RF 21 3 19 +3
  • 1~17F foot inv
  • On hit, causes slide effect (untechable: 37,slide 24)
  • Blockstun: 24F
  • FRC window on 21-22 frames
  • On hit or block, can cancel into Ball Seisei anytime before the end of the move
  • Ball appears on 21st frame
  • On hit, creates lightning ball that hits 3 times (if you trade, you only get a normal ball)
Double Head Morbid (S)
623S
17×4 (34) 1.30/2.16×4 10×4 7×4 3 HLF R 9 4×4 16 -6
  • Floats on hit (untechable: 16F)
  • Hit-stop 6 frames
Double Head Morbid (H)
623H
21×4 (40) 2.00/2.64×4 10×4 7×4 3 HLF R 15~ 4×6 18 -16
  • Floats on hit (untechable: 24F)
  • Hit-stop 6 frames
  • Startup depends on range
  • Max 4 hits
Mad Struggle (S)
j.236S
12×4 (37) 1.50/2.40×4 10×4 7×4 3 HA R 18 while in air 6F after landing +7
  • Listed SD is for TK Mad Struggle at lowest height it hits at (startup: 23F)
  • CH state until move ends
  • Hitstop 6 frames
Mad Struggle (H)
j.236H
15×4 (37), 15×3 (40) 1.50/2.40×4, 7.20×3 10×7 7×7 3 HAx4,HLFx3 R 16 while in air,(5)2,6,2 20 -8
  • 1st half of the move is the exact same as Mad Struggle (S)
  • For the 2nd (flip kick) half: 1~7 inv to strikes, 8~9F foot and upper body inv, 10-31 foot inv
  • Kick portion floats (untechable for 80F)
Shoukan Idou
623K
- - - - - - - - - total 21 -
  • 7~10F inv to strikes
  • 11~14F inv
  • Teleport complete on F15
  • Auto-JI property
*: Damages listed in [ ] is the Hit Ball damage for balls hit by the listed attack

Force Breaks

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Stinger Aim
[4]6D
50 (50) -/1.44 0 6 3 ANY F 9 - total 38 -3
  • Venom is in CH state till end of recovery
  • Chip damage x2
  • FRC window on frames 15-17
  • Cancellable from frame 13 on
  • Charge [4] for at least 45 frames
  • Ball appears on frame 4
  • See *2 for more notes
Charged Stinger Aim
[4]6[D]
29×2~6 (50) -/1.20×2~6 20×2~6 6×2~6 5 ANY F after release 5 - after release 34 see notes
  • FRC timing: frames 11-13 after releasing button
  • Startup for different versions is as follows: 2nd charge stage (12~22F) + 5F, 3rd stage (23~52F) + 5F, 4th stage (53~104F) + 5F. 2nd hit adv is +5F, 3rd hit adv is +14F, 4th hit adv is +36F
  • See *1,*2 for more notes
Carcass Ride
[2]8D
40 (39) -/1.44 0 6 3 ANY - 13 - total 32 +7
  • Venom is in CH state till end of recovery
  • Chip damage x2
  • Cancellable from frame 13 on
  • Charge [4] for at least 40 frames
  • Ball appears on frame 4
  • See *2 for more notes
Charged Carcass Ride
[2]8[D]
25×2~6 (39) -/1.20×2~6 20×2~6 6×2~6 5 ANY - after release 6 - after release 25 see notes
  • Ball starts attacking 9 frames after S release
  • Startup for 2nd charge stage is (32~41F) + 6F, 3rd stage (42~72F) + 6F, 4th stage (73~107F) + 6F. 2nd hit adv is +15F, 3rd hit adv is +24F, 4th hit adv is +46F
  • See *1,*2 for more notes
Double Head Morbid
623D
14×6 (40) 2.0/- 10×6 3×6 3 HLF R 15~ 4×5,6 22 -14
  • Floats on hit (untechable: 34F)
  • Hit stop 6
  • Startup depends on distance from opponent
  • See *2 for more notes
Mad Struggle
j.236D
10,30 (50) - 20×2 0,9 5 ANY,HA R 14 2(2)2 6 +19
  • 2nd hit floor bounces (untechable: 53F)
  • On air hit, 1st hit untechable for 40F
  • 2nd hit causes 26F of blockstun
  • 1st hit hitstop 0
  • 2nd hit forced proration 90%
  • See *2 for more details
*1: CH state till end of recovery. Cancellable. Hit stop 7. Charging increases number of hits (2,3 or 6). Ball is released 6F after button is released. Dizzy modifier x0.
*2: *2: If Hit balls created by these moves collide with other balls, they stick in place. Balls struck by these balls move the same direction as the ball that hit them (normally they ricochet off in other directions) and gain the same stick-on-hitting-ball property.


Confirm with Venom players note #2, make it clearer (either the balls don't change direction, or they really do stack up with same speed?)

Overdrives

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Dark Angel
2141236S
10×28 - 3×28 2×28 5 ANY - 7+ ?? 18 - total 35 -
  • 7~15F inv to strikes
  • Air hit untechable time 60F
  • Hit stop 0
  • Stun modifier x0
  • Chip damage x2
  • Creates projectile on 8F
  • Goes through other projectiles
Red Hail
j.236236H
26×8 (26) - 0 6×8 3 ANY - 10+0 - total 91 -
  • 9F of recovery after landing
  • Chip damage x2
  • Balls disappear instantly if Venom gets hit
  • 8F between ball discharges
  • Goes through other projectiles

Instant Kill

Name Damage TG GB+ GB- Lv Guard Cancel Startup Active Recovery SD
Dimmu Borgir
236236H
Fatal - 20 - - ANY - 15+11 6 33 -20
  • Requires 44F preparation
  • 1~19F inv to strikes

Gatling Table

P K S H D Cancel
5P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H, 6H 5D, 2D j, sp
2P 5P, 2P, 6P 5K, 2K c.S, f.S, 2S 5H, 2H 5D, 2D sp
6P - - c.S, f.S, 2S 5H, 2H, 6H 5D, 2D sp
5K 6P - c.S, f.S, 2S 5H, 2H 5D, 2D j, sp
2K - - c.S, f.S, 2S 2H 5D, 2D sp
c.S 6P - f.S, 2S 5H, 2H 5D, 2D j, sp
f.S - - 2S 5H, 2H 5D, 2D sp
2S - - - 5H, 2H 5D, 2D sp
5H - - - - - sp
2H - - - - 5D, 2D sp
6H - - - - - sp
5D - - - - - homing jump
2D - - - - - sp
j.P j.P j.K j.S j.H j.D sp
j.K j.P - j.S - j.D sp
j.S j.P - - j.H j.D j, sp
j.H - - - - j.D sp
j.D - - - - - sp