GGXRD-R2/Venom

From Dustloop Wiki

Overview

Overview

Guilty Gear's resident baker armed with a pool cue; Venom is unique even within the world of Guilty Gear. The pool cue is not only for style but also is an integral part of his gameplay. He has the ability to place pool balls on screen in various formations and hit the balls with his normals, specials, and even other balls. Although this does give Venom the ability to zone his strongest feature is his ability to set up pressure and mixups. Venom requires players to learn his unique play-style in order to succeed and also requires the player to have strong fundamental defence due to his lack of reversals. When one capitalizes on his strengths, Venom is a strong and versatile character with great room for creative expression.

Venom works well at poking from a little bit closer than midscreen, and then scoring a knockdown so he can set up. Venom lacks any form of defensive tool outside of the universal game mechanics, and as such suffers greatly when the enemy gets past his neutral tools.
Venom
GGXRD-R Venom Portrait.png
Defense
x1.03
Guts Rating
1
Weight
[100] Medium
Stun Resistance
60
Prejump
4F
Backdash
13F (1~7F invuln)
Wakeup Timing
21F (Face Up)/ 26F (Face Down)
Unique Movement Options
Teleport
Fastest Attack
2K, c.S (5F)
Reversals
2363214D (7+18F)

 Venom 's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player.

Pros
Cons
  • Powerful And Diverse Pressure Options: Venom's balls give him a long list of options which usually beat universal defensive mechanics if applied correctly. The depth of his pressure/Okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. can allow a player who labs effectively to catch many opponents off guard with unfamiliar setups.
  • Good Pokes And Neutral Game: 2S, f.S, and Stinger Aim are neutral tools with few rivals in terms of general meterless screen control.
  • 6P: Venom's 6P is one of the best of its kind. It is jump cancelable, has great invulnerability, and good reward at most ranges.
  • Setplay And Zoning Are Both Viable: Venom is not locked into one particular playstyle. Just as they can be used for pressure and okizeme, Venom's balls can also be used to zone and flee from opponents.
  • Great Meterless Throw Reward: Venom gets a full combo with a knockdown off of both air and ground throw from almost any position in the stage.
  • Amazing Chip Damage: Because Venom's pressure uses balls, which are projectiles, enemy players will be forced to eat large amounts of chip damage, or spend copious amounts of tension on Faultless Defense.
  • Good R.I.S.C Gain: Venom is able to build R.I.S.C quickly thanks to c.S and other staples of his pressure which helps offset his lower than average damage.
  • Weak Defense: Venom has a decent backdash and some good abare An attack during the opponent's pressure, intended to interrupt it. normals, but none of his specials help peel an opponent off of him. He relies heavily on universal defensive mechanics, and will be forced to hold pressure that other characters can challenge.
  • Pokes Have Low Reward: The same pokes which Venom uses to control neutral do not provide significant reward on hit or block. Usually 2S and f.S at range only give a ball at best on normal hit or can even be punished at worst.

Unique Mechanics

Ball Set

Venom has a special which places a ball on the screen and shifts other placed balls into one of many predefined formations. The balls which Venom has placed on the screen do absolutely nothing on their own, but can be interacted with in a number of different ways. Balls can be hit with Venom's normals to launch the balls at varying speeds and angles. Balls can be hit by other balls, much like balls in real life pool, to cover yet more angles. And balls can be teleported to.

Charged Balls

Venom's balls can be one of 4 levels: 0, 1, 2, and 3. Whenever venom manually sets a ball or fires a ball with Carcass Raid, the ball will be level 0. Venom's Stinger Aim and QV specials that "level up" when the button is held. These specials become active after the button is released. If two balls which were set manually collide, the balls will cause each other to move with a new trajectory, but the balls will not level up. If a ball is hit by a special move one the ball hit by the special move ball will be launched normally, and the special move ball will travel with either topspin or backspin.

Spin

Venom's Carcass Raid and Stinger Aim specials cause an effect known as "spin" when they make contact with an inactive ball. Back-Spin is an alternate ball movement that places the resultant ball "backwards" towards Venom and works as follows:

  • To backspin a Stinger press down at approximately the time that the stinger ball is created.
  • To backspin a Carcass Raid press back instead.

When no Back-Spin is not performed, the default spin, Top-Spin, will occur.

Normal Moves

StartupThe time before an attack is active. Written startup values include the first active frame, so the startup on a frame chart will display one less square than the written value. Frames
Active The active frames of an attack refers to the amount of time an attack can hit the opponent. Frames
InactiveFrames in the middle of multi-hit attacks which cannot hit the opponent, but are after the move has become active at least once. Frames
Recovery The recovery of an attack refers to the amount of time an attacker must wait before they may perform another action, even blocking. Frames
Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before they may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames
ProjectileIndicates an entity that exists separately from the character has become active. Usually something like a Fireball A projectile which usually travels slowly across the screen in a horizontal path above the ground.. Active
CancelA window in which to cancel a move. Can be varied in usage. Window

Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.

5P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
6[26] Mid 6 3 9 -2
Total: 17

One of Venom's primary ball hitting buttons. 5P's ability to chain into itself is useful for baiting bursts and DAAs.

  • Hits balls horizontally at a very low speed.

Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

5K

c.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
16×3[32] Mid 5 2,2,7 20 -8
Total: 35

c.S is the main basis of Venom's close combat. A fast and ideal combo tool and pressure starter that allows him to fully charge a Stinger AimGgxrd venom stingeraim.pngGuardAllStartup27~47RecoveryTotal 55~75Advantage+6 or Carcass RaidGgxrd venom carcassraid.pngGuardAllStartup16RecoveryTotal 32Advantage+10.

Tied for Venom's fastest button with 2K, and can be freely chained into and out of it. As one of Venom's main combo starters, the fact that it's jump cancelable during any one of the 3 hits makes it a dangerous burst point for the opponent. Makes for a great Throw OSInput 6S+H to get a c.S when the opponent would be throw invulnerable (such as when airborne or backdashing) option thanks to its long active frames. Can also be situationally used as an anti air with great reward on counter hit.

  • Builds large amounts of R.I.S.C with 3 level 4 hits.
  • Hits balls directly upward, but will rarely see use for hitting balls because it is a proximity normal.
  • Note: the last hit whiffs on most crouching charactersc.S(3) hits crouching against Potemkin, Bedman, Haehyun, and Leo. Confirm standing or crouching opponents and proceed with combos and pressure as appropriate.

Gatling Options: 6P, f.S, 2S, 5H, 5D, 2D

f.S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
24[38] Mid 9 2 18 -6
Total: 28

Venom's f.S is excellent for controlling space as one of his longest reaching pokes. Though Venom extends his hurtbox forward, it is pretty fast and covers a great distance.

While he might not get much reward from hitting it at max range, it can be used to safely cancel into a ball set in order to get balls on screen when normally one would not have time to do so. f.S becomes especially useful when combined with a ball hit which improves its frame advantage.

  • Hits balls horizontally with high speed

Gatling Options: 2S, 5H, 2H, 5D, 2D

5H

5D

6P

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
28[36] Mid 7 7 16 -9 1~3 Upper Body
4~6 Above Knees
7~10 Upper Body
Total: 29

A 6P so good that it has become a meme. 6P is a reliable anti-air and occasional poke.

Although 6P can gatling into many of his other buttons, it cannot combo into 6H on normal hit (unless it was combined with a ball hit, extending the hitstun) and must be jump canceled into an air combo. On counter hit, 6P combos into 6H for a free knockdown.

6P is also useful to counter-poke a large variety of moves such as I-No's Chemical LoveGGXRD Ino ChemicalLoveK.pngGuardAllStartup11Recovery13+8 After LandingAdvantage+3, and Johnny's Level 3 Mist FinerGGXRD Johnny MidMistFiner-lv3.pngGuardAllStartup4+4Recovery29Advantage-7 with varying degrees of risk.

  • Sends balls upwards at an angle with moderate speed.
  • Inconsistent ability to hit crouching opponents.

Gatling Options: c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D

6H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
52[48] Mid 15 8 21 -10
Total: 43

6H is a move with many uses, and some drawbacks. 6H is very unsafe on block for an H normal and needs to be special canceled to make it safer, though its sheer range can make it hard for opponents to punish when blocked at a distance.

Great for use as an anti-air, swatting opponents above and in front of venom that try to jump over his neutral pokes like f.S. In combos, 6H is an essential ender thanks to its knockdown properties. In the corner, it also combos into QV.

  • Hits balls with the greatest speed of all his buttons.
  • 6H has a deadzone directly in front of Venom, and as such is not a very reliable way to hit approaching enemies.

2P

2K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
8[30] Low 5 3 9 -2
Total: 16

Venom's go-to low and is tied for his fastest button with c.S.

2K is most frequently used to open the enemy up before following up with c.S, tick-throw, or some other form of mixup. Its good speed, decent range, and fair recovery also make it a decent low poke.

  • Hits balls low to the ground with low speed.
  • 2K's hitbox is low and shallow enough that it will not hit uncharged balls in any of the standard formations. It requires non-standard situations such as charged Carcass Raid balls or Bishop Runout in order to be used as a ball launcher.

Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D

2S

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
22[34] Mid 6 2 19 -7
Total: 26

2S is one of Venom's best pokes thanks to its speed, reach, utility and overall safety on block.

Blisteringly fast for its long reach - hits most characters at round start range and is tough for opponents to beat due to its long disjoint. Being a crouching normal, it also allows for Venom to charge both Carcass Raid and Stinger Aim simultaneously and choose the appropriate option on block or hit.

  • Hits balls low to the ground with high speed.
  • Will not hit moves with high profiles (such as Jam's 6HGGXRD Jam 6H hitbox.pngGuardMidStartup14Recovery22Advantage-6) or moves with extremely low profiles (like Sol's Grand ViperGGXRD Sol GrandViper1 Hitbox.pngGuardLowx2~6,
    Midx3
    Startup17Recovery37+10 after landingAdvantage-56
    ).

Gatling Options: 5H, 2D, 5D, 2D

2H

2D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
20×2 Low 6 2(14)8 14 -8 6~7 Upper Body
8~18 Above Knees
19~29 Low Profile
30~32 Above Knees
Total: 43

A reliable and consistent long range knockdown that sets up K Ball okizeme. Has generous low profile frames after the first hit which can give it use as a counterpoke or abare option.

2D is the most reliable way to secure a knockdown when one is unable to combo into 6H or QV. 2D is also a great unprorated combo starter under niche circumstances, such as when a charge is stored for Carcass Raid in the corner, and in certain midscreen setups. 2D can also be used as one of Venom's better abare buttons due to its speed, low profile, and good reward on counter hit, however, its recovery is CH state, making dangerous to whiff, especially due to the long total duration of the move.

  • Fast and 2 hits - the second of which has additional range.
  • High reward in the corner with 2D(1) sCR.
  • Hits balls low to the ground with low speed.

j.P

j.K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
12[32] High / Air 9 12 12
Total: 32

j.K is a very useful button for hitting balls due to its large number of active frames, and large hitbox.

Venom's hurtbox extends past the hitbox during this move, and as such is not a strong air-to-ground button without balls to cover for it (such as during K ball okizeme). The large number of active frames allows Venom to use j.K early in a jump, recover, and use another air normal afterwards.

  • Has a small crossup hitbox.
  • Hits balls downward at moderate speed.

Gatling Options: j.P, j.S, j.D

j.S

j.H

j.D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
36[48] High / Air 12 6 22 + 5 Landing Recovery
Total: 17

A very useful combo tool because it keeps the enemies airborne with its long untech time. j.D has some use during oki after j.H knockdown, and in uncrouchable setups. It can also be used as an occasional air-to-air for opponents directly above Venom thanks to its disjointed hitbox.

  • Pops opponents up slightly into the air. Launches on counterhit.
  • Hits balls upward into the air quickly and the ball can then bounce off the ceiling and travel downward.

Universal Mechanics

Ground Throw

Air Throw

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
0,6×7 Air Throw: 192500 1

Although this cannot be combo'ed from when performed far above the ground, it can lead to increasingly large combos the closer to the ground it is performed. Air throw is also very valuable as an anti-air under the right circumstances, such as when opponents are in 6P's deadzone directly above or behind Venom.

At normal jump height, air throw's cue ball can be hit with the 3rd hit of c.S leading into a simple air combo into knockdown.

Low air throw has many more combo options, especially when performed near the corner.

Dead Angle Attack

Blitz Attack

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Blitz Attack 50 Mid (15-48)+13 3 20 -2 1~Button release: Blitz
Blitz Attack Max Charge 50 Mid 50+13 3 20 +5 1~50: Blitz

Does one hit despite the appearance. Functions the same as most blitz attacks.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
Blitz Attack Initial: 55% 1
Blitz Attack Max Charge 4

Blitz:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Blows opponent away and wall sticks opponent on hit (untechable for 40F/ 80F on CH)
  • Crumples opponent on ground CH (79F)

[Blitz]:

  • Hitstop 30F
  • Slighty refills own Burst and slightly drains opponent's Burst on hit
  • Slightly blows opponent away on air hit (untechable for 50F/ 100F on CH)
  • Crumples opponent on ground hit

Special Moves

Damage values displayed in [brackets] represent the damage dealt by a ball launched with the corresponding move.

Ball Set

214P/K/S/H (Air OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 26(Ground)
Total 35(Air)

Ball Set (aka "Generate Ball") is Venom's most iconic special. Ball Set places a ball on the stage relative to Venom's current position and shifts other placed balls into one of many predefined formations. Ball Set can be canceled into another ball set (either by inputting the move or by simply holding another attack button) or teleport (hold the original button down). Knowing where and when to place these is absolutely essential.

Balls go into the formations shown in the Ball Formations section when you summon a ball with the corresponding button.

For example, doing K set, then S set would go into S formation with only the K and S balls available.

  • YRC can be used in a pinch to make ball set more safe.
  • Completely halts Venom's air momentum when used until the ball is set, "slingshotting" Venom when used as an IAS Instant Air Special
    Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
    For Example: 2369S for a j.236S input.
    .

Ball Hit

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
26~50 All 1

Balls travel with a speed and direction related to the move used to hit them. Balls can hit other balls, setting them in motion as well. This will also change the direction of the original ball. When a ball is hit with Stinger Aim or Carcass Raid, the ball shot will become inert and move back/forward (backspin and topspin) a short distance based on the angle it was hit from as well as gain a level of charge.

Topspin occurs by default. To backspin a Stinger, press down at approximately the time that the stinger ball is created. To backspin a Carcass Raid press back instead. This timing is fairly generous, but does take practice to learn.

Balls which have been leveled up by a collision with Singer Aim or Carcass Raid are not moved by Ball Set or QV, and will not move unless hit with another move or ball.

Teleport

623K

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
Total 20 7~10 Strike
11~14 Full

Teleport relocates Venom to the ball he last set. Teleport can also be performed by holding down the attack button during a ball set. Very useful for mobility, positioning, and approaching.

Since Venom recovers airborne, Teleport allows him to access air normals from the ground without having to jump. Venom will be able to airdash after recovering, but not double jump without jump install An advanced technique that lets you access air mobility options, usually double jumping, after doing a move that is supposed to prevent you from doing them. Usually performed by cancelling a grounded normal into a jump, but then before leaving the ground, doing another grounded attack.ing first.

  • Auto-corrects Venom to face the opponent after teleporting.

QV

41236P/K/S/H (Hold OK)

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
25 Mid 20~83 8 Total 38~101 -4 [-1, +1, +5]

QV is a special that sets a ball with an attack in front of Venom before travelling to its respective formation. The button can held to increase the "level" of the attack.

During the charge frames, QV negates projectiles passing through it, but does not interact with players. Upon releasing the button, QV becomes an large active before setting as a ball of whatever level QV was charged to. After that, the ball produced by QV behaves like a normal ball. QV gains an attack level for each level of charge, increasing its blockstun and thus, frame advantage.

Example uses for QV:

  • A combo ender which grants additional balls and damage.
  • A combo tool to pop the enemy up higher off of the ground.
  • A meaty Oki option which grants a ball.
  • A situational blockstring ender.

Stinger Aim

[4]6S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[4]6S Level 0 30 All 15~26 Total 43~54 -2
[4]6S Level 1 22×2 All 27~47 Total 55~75 +6
[4]6S Level 2 22×3 All 48~74 Total 76~102 +15
[4]6S Level 3 22×6 All 75~95 Total 103~123 +37
[4]6H Level 0 42 All 9~20 Total 44~55 -9
[4]6H Level 1 25×2 All 21~41 Total 56~76 -1
[4]6H Level 2 25×3 All 42~68 Total 77~103 +8

Stinger Aim is Venom's fastest way to put a projectile on screen without any balls already set. Roman Cancels, especially YRC allow this move to be much safer than it otherwise would be, and allows the user to confirm into combos from farther away.

S Stinger Aim is at worst -2 on block at point blank range, and becomes much more advantageous on block the further Venom is from his enemy. S Stinger aim is also useful as an oki tool; It can be charged for a meaty multi-hit projectile, to hit other balls in order to make them meaty while producing a leveled up ball, or both.

H Stinger Aim is considerably less safe than S Stinger Aim on whiff or block, but launches a much faster projectile. This makes hSA one of the most potent space control tools in the game when Venom has meter to YRC the recovery in the case that it misses.

Version ProrationA percentage-based damage modifier applied to certain attacks independently of other forms of damage scaling. Level
LevelHitstopStanding HitstunCrouching HitstunGround BlockGround Instant Block
Lv.01110109-2
Lv.112121311-3
Lv.213141513-3
Lv.314171816-4
Lv.415192018-4
RISC+How much R.I.S.C. this move builds when normal or instant blocked. RISC-How much R.I.S.C. this move removes on hit.
[4]6S Level 0 2 10 7
[4]6S Level 1 2 10, 2 6×2
[4]6S Level 2 2 10, 2×2 6×3
[4]6S Level 3 2 10, 2×5 6×6
[4]6H Level 0 2 10 7
[4]6H Level 1 2 10, 2 6×2
[4]6H Level 2 2 10, 2×2 6×3

[4]6S Level 0:

  • 40F charge time

[4]6S Level 1:

  • 40F charge time

[4]6S Level 2:

  • 40F charge time

[4]6S Level 3:

  • 40F charge time

[4]6H Level 0:

  • 40F charge time

[4]6H Level 1:

  • 40F charge time

[4]6H Level 2:

  • 40F charge time

Carcass Raid

[2]8S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
[2]8S 36 All 16 Total 32 +10
[2]8H 50 All 13 Total 48 -9

Carcass Raid is one of Venom's most important and versatile specials, used as pressure reset, for okizeme, in combos, for controlling space/anti airing, and cancelling into after pokes.

S Carcass Raid

From close range, sCR provides significant frame advantage which can be used as a pressure reset. sCR can also be used as a situational means to catch opponents who might otherwise low profile your other space control tools such as Stinger Aim and f.S. The further away sCR is used from, the easier it is for an opponent to avoid the hit and punish Venom.

Example situations where sCR can be useful:

  • During oki with ball cover.
  • After 2K > c.S(2) as a pressure reset.
  • After another sCR.
  • In tandem with P ball in the corner for oki.
  • Midscreen throw combos.
  • After a poke like 2S or 2D or 2K.

H Carcass Raid

hCR is much more situational than sCR. hCR's projectile disappears if Venom is hit while the projectile is active, making it less safe than other options. hCR does have uses such as anti-airing enemies far above Venom, controlling space, and hitting other balls. hCR is also able to give frame advantage when spaced properly.

H Carcass Raid can be especially useful as a way to call out jump outs which would normally go over S Carcass Raid's projectile path.

Double Head Morbid

623S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
623S 15×4[42] Mid 9 4×4 18 -8
623H 18×4[48] Mid 15~34 24 18 -16

S Double Head Morbid is rarely useful, but can come in handy in order to allow one to hit balls directly upwards.

  • Hits balls directly upward, which then bounce off the ceiling and floor.
  • Moves venom slightly forward.

H Double Head Morbid is a situational means to convert a 2D into corner carry using Red Roman Cancel, and can be used to convert into a combo in the corner. Because DHM hits many times, it can be used as a poor man's guts crush in order to guarantee a kill. With 50% meter to RRC, H DHM becomes a viable, if unorthodox, approach tool, and combo starter due to the forced movement and multiple hits.

  • Hits balls directly upward, which then bounce off the ceiling and floor.
  • Moves Venom forward by nearly one screen's distance maximum.

Mad Struggle

j.236S/H

Version Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
j.236S 12×4[37] High / Air 18 Until Landing 6 After Landing +7
j.236H 15×7, 25×3[37] High / Air×4,Mid×3 16 Until Landing (5)2,6,2 18 -6 After Landing 1~7 Strike

A quickly descending, multi-hitting diagonal divekick. Used as an overhead option in mixups and as an occasional anti-anti air due to the momentum change.

  • Mad Struggle's multiple hits will build a good amount of R.I.S.C on block, but scale damage on hit
  • Halts Venom's vertical momentum completely before descending
  • Halts airdash momentum but carries the horizontal momentum from a dash jump

S Mad Struggle

Tiger Knee S Mad Struggle is one of Venom's most versatile overheads due to being able to vary the amount of hits that come out based on how high the move is performed off the ground, as well as being plus on block. The non-tiger-knee version of Mad Struggle can be used to change up landing times and mess up the opponent's anti-airs.

sMS can be thrown upon landing if the opponent Instant Blocks the last hit, or if the user is too high off the ground when the move finishes.

  • When performed too quickly from a TK An input method to perform a special move in the air as fast as possible after you leave the ground. Short for "Tiger Knee". For Example: 2369 for a j.236 input. motion/too low off the ground, S Mad struggle will not hit and immediately begin recovery.

H Mad Struggle

Unsafe on whiff and on block makes the H version much more situational than S Mad Struggle. Also keep in mind that just like the S version, your height will determine how many hits occur before the flip followup happens.

The flip followup has a few invulnerability frames and can catch opponents who are unprepared which gives Venom the ability to score a knockdown.

Ball Formations

P Formation

P ball is the formation which requires the least amount of commitment to use, and as such is the default ball for when you have not yet earned the space to use other setups. S+P balls is a strong oki tool. pQV can also be used with 5P to keep the enemy airborne for a substantial combo extension. P ball is especially strong in the corner because it can be hit with either 2S or sSA to generate charged balls on the opponent's wakeup. P formation is not particularly strong for zoning.

K Formation

K Formation puts a ball high in front of Venom. K ball is frequently used in okizeme setups, particularily by jumping forward and using j.K to launch the ball into the opponent's wakeup. Some combos also use K ball and K ball can enable 6P > 6H to combo without a counter hit. P+K is also a solid formation for zoning.

S Formation

S formation places a ball directly behind Venom's head. S formation has comparatively few uses compared to other formations, but is still useful. S ball on its own is useful with teleport cancel to help evade while putting a ball in motion. sQV is a potent combo tool because the S ball can be hit with 6P or 5P as it travels to its resting position.

H Formation

Places a ball far in front of Venom. H ball on its own can be used during oki with j.S to create a safejump, and can be used as a far teleport point. H+S Ball is a common 2 ball setup for zoning because, when hit with 5P, one ball travels horizontally at head height, and the other splits off and travels at a roughly 45 degree angle upward. H ball is also useful in throw setups when combined with sSA to create safe chip damage scenarios. Finally, hQV is useful to place a ball above and behind a blocking enemy which you can use to teleport crossup as a reset.

Overdrives

Dark Angel

2363214S or 2363214D

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10×34
[12×34]
All 7+18 Total 43 +102 7 Full
8~15 Strike
[1-26 All]

Dark Angel is a giant ball masking a more modest hitbox which accelerates as it travels horizontally. Dark Angel can force the opponent to block mixups, carry to the corner, and raise the RISC gauge.

Unlike Bishop Runout, Dark Angel does not affect any balls on the screen. It hits at most 34 times, dealing high chip damage. This overdrive is primarily used for guts crushes to kill, and chip damage+lockdown in an okizeme setup. It is important to note that the hitbox only extends down to roughly Venom's Knees and is therefore punishable by low profile moves such as Sol's Ground ViperGGXRD Sol GrandViper1 Hitbox.pngGuardLowx2~6,
Midx3
Startup17Recovery37+10 after landingAdvantage-56
.

The burst version's full invuln can be used as Venom's only invincible reversal on wakeup or as a counterattack in a pinch, though this usually won't be worth the cost unless it'll win the round.

Red Hail

j.236236H

Bishop Runout

2363214H

Damage GuardHow this attack can be blocked. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Invuln
10+0 3 10 Strike

Bishop Runout (aka "BRO") consumes the user's inactive balls on screen when it enters. Behaves like a normal ball, except it will bounce back after making contact with an enemy or the wall, can hit many times, and will return to its inactive state after hitting an enemy.

  • Has a cooldown which starts after it hits an enemy before it can become active again.
  • Will level up balls fired from Stinger Aim or Carcass Raid which make contact with it.
  • Meter gain is significantly reduced while Bishup is active.
  • Does more damage and gains increased duration the more balls are absorbed.
    • Does the same damage as a regular ball with no balls absorbed, with 2 flat damage added for each absorbed ball.

Instant Kill

Giga Machina System

During IK Mode: 236236H

Colors

Color 1
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Color 3
Color 4
Color 5
Color 6
GGXRD-R2 Venom color 1.png
GGXRD-R2 Venom color 2.png
GGXRD-R2 Venom color 3.png
GGXRD-R2 Venom color 4.png
GGXRD-R2 Venom color 5.png
GGXRD-R2 Venom color 6.png
Color 7
Color 8
Color 9
Color 10
Color 11
Color 12
GGXRD-R2 Venom color 7.png
GGXRD-R2 Venom color 8.png
GGXRD-R2 Venom color 9.png
GGXRD-R2 Venom color 10.png
GGXRD-R2 Venom color 11.png
GGXRD-R2 Venom color 12.png
Color 13
Color 14
Color 15
Color 16
Color 17
Color 18
GGXRD-R2 Venom color 13.png
GGXRD-R2 Venom color 14.png
GGXRD-R2 Venom color 15.png
GGXRD-R2 Venom color 16.png
GGXRD-R2 Venom color 17.png
GGXRD-R2 Venom color 18.png
Color 19
Color 20
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Color 22
Color 23
Mirror
GGXRD-R2 Venom color 19.png
GGXRD-R2 Venom color 20.png
GGXRD-R2 Venom color 21.png
GGXRD-R2 Venom color 22.png
GGXRD-R2 Venom color 23.png
GGXRD-R2 Venom color 00.png

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