GGAC/Venom/Frame Data: Difference between revisions

From Dustloop Wiki
< GGAC‎ | Venom
mNo edit summary
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== Normals ==
== Normals ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{Template:FrameDataHeaderNormal-GGAC}}
{{Template:FrameDataHeaderNormal-GGAC}}
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| 9
| 9
| -2
| -2
|  | <div>
|  |
<div style="text-align: left;">
*85% Prorate
*85% Prorate
</div>
</div>
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| 15
| 15
| -8
| -8
|  | <div>
|  |
<div style="text-align: left;">
*90% Prorate
*90% Prorate
</div>
</div>
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| 20
| 20
| -8
| -8
|  | <div>
|  |
<div style="text-align: left;">
*3rd hit launches
*3rd hit launches
*If 3rd hit hits opponent not in the air, there are 28 untechable frames
*If 3rd hit hits opponent not in the air, there are 28 untechable frames
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| 18
| 18
| -6
| -6
|  | <div>
|  |
<div style="text-align: left;">
*Staggers (max 39 frames)
*Staggers (max 39 frames)
</div>
</div>
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| 18
| 18
| -12
| -12
|  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*CH state till end of recovery
*CH state till end of recovery
*Max of 1 hit
*Max of 1 hit
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| 20
| 20
| -8
| -8
|  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Frames 1-4 above the knees invulnerability
*Frames 1-4 above the knees invulnerability
*Frames 5-11 upper body invulnerability
*Frames 5-11 upper body invulnerability
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| 23
| 23
| -12
| -12
|  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Plummets on hit (44 untechable frames)
*Plummets on hit (44 untechable frames)
*90% Forced Prorate
*90% Forced Prorate
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| 10
| 10
| -4
| -4
|  | <div>
|  |
<div style="text-align: left;">
*80% Prorate
*80% Prorate
</div>
</div>
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| 9
| 9
| -2
| -2
|  | <div>
|  |
<div style="text-align: left;">
*70% Prorate
*70% Prorate
</div>
</div>
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| 24
| 24
| -14
| -14
|  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*6-33 low stance
*6-33 low stance
*2nd hit untechable 30 frames
*2nd hit untechable 30 frames
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| 18
| 18
| -
| -
|  | <div>
|  |
<div style="text-align: left;">
*Plummets opponent on air hit (untechable 16F)
*Plummets opponent on air hit (untechable 16F)
</div>
</div>
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| 13
| 13
| -
| -
|  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Wallbounce, 23 untechable frames
*Wallbounce, 23 untechable frames
*6 frames of recovery after landing
*6 frames of recovery after landing
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| 19
| 19
| -8
| -8
|  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Frames 1-13 invulnerability, frames 14-29 invulnerability to throws
*Frames 1-13 invulnerability, frames 14-29 invulnerability to throws
*On hit, causes wall stick. (untechable for 100F, wall stick for 28F)
*On hit, causes wall stick. (untechable for 100F, wall stick for 28F)
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| -
| -
| -
| -
|  | <div>
|  |
<div style="text-align: left;">
*Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
*Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
*50% Prorate
*50% Prorate
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| -
| -
| -
| -
|  | <div>
|  |
<div style="text-align: left;">
*Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
*Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
*50% Prorate
*50% Prorate
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== Specials ==
== Specials ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{Template:FrameDataHeader-GGAC}}
{{Template:FrameDataHeader-GGAC}}
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
* Damage varies depending on what attack was used to hit the ball
* Damage varies depending on what attack was used to hit the ball
*Chip damage x2
*Chip damage x2
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
* Hit stop 6
* Hit stop 6
*Does no dizzy
*Does no dizzy
*Chip damage x2
*Chip damage x2
</div>
</div>
<div>
<div style="text-align: left;">
*Each hit's damage is half of what the normal Hit Ball damage would be (lightning balls hit 3 times)
*Each hit's damage is half of what the normal Hit Ball damage would be (lightning balls hit 3 times)
</div>
</div>
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| +2
| +2
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in counter-hit state till end of recovery
*Venom is in counter-hit state till end of recovery
*Chip damage x2
*Chip damage x2
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| -13
| -13
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in counter-hit state
*Venom is in counter-hit state
*Chip damage x2
*Chip damage x2
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| see notes
| see notes
|-   
|-   
| colspan = 14 | <div>
| colspan = 14 | <div style="text-align: left;">
*FRC timing: frames 9-11 after releasing button
*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
*Startup for different versions is as follows: 2nd charge stage (17~30F) + 6F, 3rd stage (31~67F) + 6F, 4th stage (68~107F) + 6F
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| see notes
| see notes
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*FRC on frames 11-13
*FRC on frames 11-13
*Ball starts attacking 5 frames after H release
*Ball starts attacking 5 frames after H release
*See %1 for more notes
*See %1 for more notes
</div>
</div>
<div>
<div style="text-align: left;">
*For 2nd charge stage (14~27F) + 5F, 3rd stage (28~64F) + 5F, 4th stage (65~104F) + 5F
*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
*2nd hit adv is -5F, 3rd hit adv is +4F, 4th hit adv is +26F
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| +8
| +8
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in counter-hit state
*Venom is in counter-hit state
*Chip damage x2
*Chip damage x2
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| -9
| -9
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in counter-hit state
*Venom is in counter-hit state
*Chip damage x2
*Chip damage x2
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| see notes
| see notes
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Ball starts attacking 9 frames after S release
*Ball starts attacking 9 frames after S release
*See %1 for more notes
*See %1 for more notes
</div>
</div>
<div>
<div style="text-align: left;">
*For 2nd charge stage (38~51F) + 9F, 3rd stage (52~88F) + 9F, 4th stage (89~107F) + 9F
*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
*2nd hit adv is +16F, 3rd hit adv is +25F, 4th hit adv is +47F
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| see notes
| see notes
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Ball starts attacking 6 frames after H release
*Ball starts attacking 6 frames after H release
*See %1 for more notes
*See %1 for more notes
</div>
</div>
<div>
<div style="text-align: left;">
*For 2nd charge stage (38~51F) + 6F, 3rd stage (52~88F) + 6F, 4th stage (89~107F) + 6F
*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
*2nd hit adv is -1F, 3rd hit adv is +8F, 4th hit adv is +30F
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in counter-hit state
*Venom is in counter-hit state
*Total recovery is 6F when cancelling Stinger Aim(S)
*Total recovery is 6F when cancelling Stinger Aim(S)
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*In CH state until move ends
*In CH state until move ends
*Total 26 frames (35 frames in the air)
*Total 26 frames (35 frames in the air)
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| +3
| +3
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*1~17F foot inv
*1~17F foot inv
*On hit, causes slide effect (untechable: 37,slide 24)
*On hit, causes slide effect (untechable: 37,slide 24)
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| -6
| -6
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Floats on hit (untechable: 16F)
*Floats on hit (untechable: 16F)
*Hit-stop 6 frames
*Hit-stop 6 frames
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| -16
| -16
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Floats on hit (untechable: 24F)
*Floats on hit (untechable: 24F)
*Hit-stop 6 frames
*Hit-stop 6 frames
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| +7
| +7
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
* Listed SD is for Mad Struggle performed as low to the ground as possible (startup: 23F)
* Listed SD is for Mad Struggle performed as low to the ground as possible (startup: 23F)
*CH state until move ends. Hit-stop 6F
*CH state until move ends. Hit-stop 6F
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| -8
| -8
|-   
|-   
| colspan = 14 | <div>
| colspan = 14 | <div style="text-align: left;">
* 1st half of the move is the exact same as Mad Struggle (S)
* 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
*For the 2nd (flip kick) half: 1~7 inv to strikes, 8~9F foot and upper body inv, 10-31 foot inv
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*7~10F inv to strikes
*7~10F inv to strikes
*11~14F inv
*11~14F inv
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== Force Breaks ==
== Force Breaks ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{Template:FrameDataHeader-GGAC}}
{{Template:FrameDataHeader-GGAC}}
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| -3
| -3
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in CH state till end of recovery
*Venom is in CH state till end of recovery
*Chip damage x2
*Chip damage x2
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| see notes
| see notes
|-   
|-   
| colspan = 14 | <div>
| colspan = 14 | <div style="text-align: left;">
*FRC timing: frames 11-13 after releasing button
*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
*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
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| +7
| +7
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Venom is in CH state till end of recovery
*Venom is in CH state till end of recovery
*Chip damage x2
*Chip damage x2
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| see notes
| see notes
|-   
|-   
| colspan = 14 | <div>
| colspan = 14 | <div style="text-align: left;">
*Ball starts attacking 9 frames after S release
*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
*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
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| -14
| -14
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Floats on hit (untechable: 34F)
*Floats on hit (untechable: 34F)
*Hit stop 6
*Hit stop 6
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| +19
| +19
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*2nd hit floor bounces (untechable: 53F)
*2nd hit floor bounces (untechable: 53F)
*On air hit, 1st hit untechable for 40F
*On air hit, 1st hit untechable for 40F
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== Overdrives ==
== Overdrives ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{Template:FrameDataHeader-GGAC}}
{{Template:FrameDataHeader-GGAC}}
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*7~15F inv to strikes
*7~15F inv to strikes
*Air hit untechable time 60F
*Air hit untechable time 60F
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| -
| -
|-   
|-   
|  colspan = 14 | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan = 14 | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*9F of recovery after landing
*9F of recovery after landing
*Chip damage x2
*Chip damage x2
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== Instant Kill ==
== Instant Kill ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
{{Template:FrameDataHeader-GGAC}}
{{Template:FrameDataHeader-GGAC}}
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| -20
| -20
|-   
|-   
|  colspan="14"  | <div style="column-count:2;-moz-column-count:2;-webkit-column-count:2">
|  colspan="14"  | <div style="text-align:left; column-count:2;-moz-column-count:2;-webkit-column-count:2">
*Requires 44F preparation
*Requires 44F preparation
*1~19F inv to strikes
*1~19F inv to strikes
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== Gatling Table ==
== Gatling Table ==
{| class='wikitable' style="margin: 1em auto 1em auto;"
{| class='wikitable' style="text-align: center; margin: 1em auto 1em auto;"
|-
|-
!  
!  

Revision as of 02:04, 4 February 2012

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 16x3 (32) 3.84x3 20x3 8x3 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 20x2 (44) 3.84x2 14x2 6x2 4 HLF GR 7 6,3 21 -7 -
2D 19x2 (38) 2.64x2 8x2 7x2 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 10x7 4.0 - 6 - 43dot - - - - -
  • Hitting opponent on first 11 frames makes opponent wall bounce and adds 30 untechable frames
  • 50% Prorate
Air Throw 10x7 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 * -/0.96x3 0 5x3 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]
22x2~6 (30) 1.50/1.20x2~6 20x2~6 6x2~6 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]
26x2~6 (46) 1.50/1.20x2~6 20x2~6 6x2~6 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]
22x2~6 (30) 1.50/1.20x2~6 20x2~6 6x2~6 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]
26x2~6 (46) 1.50/1.20x2~6 20x2~6 6x2~6 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
17x4 (34) 1.30/2.16x4 10x4 7x4 3 HLF R 9 4x4 16 -6
  • Floats on hit (untechable: 16F)
  • Hit-stop 6 frames
Double Head Morbid (H)
623H
21x4 (40) 2.00/2.64x4 10x4 7x4 3 HLF R 15~ 4x6 18 -16
  • Floats on hit (untechable: 24F)
  • Hit-stop 6 frames
  • Startup depends on range
  • Max 4 hits
Mad Struggle (S)
j.236S
12x4 (37) 1.50/2.40x4 10x4 7x4 3 HA R 18 while in air 6F after landing +7
  • Listed SD is for Mad Struggle performed as low to the ground as possible (startup: 23F)
  • CH state until move ends. Hit-stop 6F
Mad Struggle (H)
j.236H
15x4 (37), 15x3 (40) 1.50/2.40x4, 7.20x3 10x7 7x7 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]
29x2~6 (50) -/1.20x2~6 20x2~6 6x2~6 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]
25x2~6 (39) -/1.20x2~6 20x2~6 6x2~6 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
14x6 (40) 2.0/- 10x6 3x6 3 HLF R 15~ 4x5,6 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) - 20x2 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
10x28 - 3x28 2x28 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
26x8 (26) - 0 6x8 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
Dim Bager
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


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