Venom, the pool shark assassin, is unique even within the world of Guilty Gear.The pool cue is not just for style but 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. Venom requires players to learn his unique play-style and participate in his billiards mini-game in order to succeed and also requires the player to have strong fundamental defense 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.
|Lore:||An assassin of Zato's guild devoted to his master. His gentle soul betrays his power, and he will not fail to defend others.|
|Venom 's kit enables him to make use of his balls to apply scary, chip-damage heavy pressure to the enemy player while up close and threatening zoning while at long range.|
214X places a ball on the screen and shifts other placed balls into position according to the predefined Ball Formations. All balls which are set begin in an inert state. Venom can teleport to the inert ball currently on screen which was placed first. Inert balls can be hit by Venom's normals, specials with hitboxes, and other balls. Dark Angel does not interact with balls, and Tactical Arch will override his inert balls.
The speed, angle, and damage of a given ball is determined by the move which launched the ball. As a general guideline, the damage and speed are directly related, and scale from "lightest" buttons to "heaviest" buttons. The basic idea, ignoring exceptions, is from lowest to highest: P -> K -> S -> H -> D. The angle follows a logical geometry related to the move that launched the ball. For example, 5P is a horizontal attack, and as such launched the ball horizontally. 6P is an attack diagonally upwards and forwards, and as such launches the ball in a similar angle.
Damage values in [brackets] note the damage of a ball launched by the move in question.
|StartupThe time before an attack is active including the first active frame. For example, an attack with 10F startup means the attack will do nothing for 9 frames, then hit the opponent on the 10th frame. frames|
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|ActiveThe 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|
|RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action, even blocking. Frames|
|Special RecoveryThe recovery of an attack refers to the amount of time an attacker must wait before he may perform another action.Recovery frames which happen under abnormal conditions, such as after landing. Frames|
5P Is Venom's fastest, lowest commitment way to launch an inert ball.
Balls launched by 5P move very slowly. This makes 5P the ideal normal to launch a ball with the intent to approach behind the ball. Other normals will often launch the ball too quickly to approach behind, or will have too much recovery to keep up with the ball.
5P is also commonly used to launch balls with the intent of zoning from full screen, because the slow projectiles stay on screen for longer allowing Venom to create more screen polution.
- 85% prorate
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H, 5D, 2D
5K is a situational ball launcher and AbareAn attack during the opponent's pressure, intended to interrupt it. tool. Generally speaking, 5K fills the awkward gaps between his P and S normals for these roles, but is not often preferable.
5K is commonly used in order to launch Lighting Balls to lock down the opponent after a 421S knockdown when you are too far to lock them down with a P normal. It also has the least pushback of all of Venom's normals and is jump cancelable which makes it a valid choice for starting pressure if you cannot guarantee that you will be in range for c.S > IASA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK. j.236S.
5K also has a solid hitbox:hurtbox ratio for use as a Low CrushA move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability. for when 2S would lose during abare.
- 90% prorate
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5H, 6H, 5D, 2D
An important thing to consider is that c.S has a short proximity range, and as such you will often need to use dash momentum or air dash momentum in order to ensure that you are within proximity range after your block string/combo starter. Because the proximity range is slightly larger than his throw range, and because this is his fastest normal without a downwards input, this is one of the best choices to OSA shorthand for "Option Select"A situation where you perform an input and the game will "select an option" automatically depending on what the other character did. with throw.
c.S > 8S is one of Venom's most important pressure resets thanks to the frame advantage of 8S combined with the flexibility of c.S. Every Venom player needs to become comfortable with buffering a charge during c.S for this reason. Similarly, the jump cancel allows you to mix up by going into IASA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK. j.236S for a fast and rewarding overhead mixup.
Because this move starts the majority of Venom's combos and block strings, many players will attempt to burst it. Venom players should be prepared to read the opponent, jump cancel c.S and block their burst. Doing so is one of the best ways to make the opponent fear you, and Venom loves every bit of respect he can get out of the opponent.
- 3rd hit launches, 28 untechable frames if opponent was standing.
Gatling Options: 6P,6K,f.S,2S,2H,5H,6H,5D,2D
f.S is Venom's longest range poke, and compliment to 2S.
Generally speaking, Venom will use this button to keep the opponent boxed out in combination with S Ball when range is a priority, but it does see use in pressure and combos as well. Keep in mind that this move does not have much vertical reach so characters with low profile advancing moves such as Sol and I-No can safely go under it, and Zappa can simply run underneath it.
The range of this move is a blessing, but also also means it isn't very rewarding.
Gatling Options: 2S, 5H, 2H, 5D, 2D
5H is a relatively niche move that is used in block strings for its high block stun and push-back.
The common uses for 5H are to force the opponent to block Dark Angel or to create a string that catches jump-backs with Dubious Curve. Though, that isn't all that the move is used for. It can be used after c.S(2) to keep Venom and the opponent grounded while pushing them apart so that Venom can reach balls which are set behind him to launch the balls with 6D for highly damaging combo extensions. Also this move leads to some really fancy looking combo conversions on air hit during scrambles.
- Staggers on hit (max 39f)
5D is an overhead that acts as an alternative to Venom's more rewarding overhead options at the benefit of being hard to see, and easy to execute.
The startup animation makes this move somewhat hard to react to due to the subtle startup animation. Because it is a standing overhead, it can actually catch people off guard who are otherwise able to react to IASA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK. j.236S because they react to the jump animation and get thrown off by 5D's weird animation.
The tradeoff for the benefits in animation are that the reward is relatively poor on hit compared to j.236S, though not always, and it is unsafe on block. Generally speaking, it is best to use an Impossible Dust combo after hitting the opponent with 5D because they are much more consistent than other dust combos, and generally provide both better damage and knockdown situation. Ultimately, j.236S is the stronger overhead, but this move is actually important to keep in your move set because it creates one more thing for the opponent to keep track of. Also it looks cool as heck.
- Launches balls extremely quickly
- CH state until end of recovery
6P is primarily used as an anti-air and counter-poke, but also sees use in combos.
The move's range is a little finicky. Sometimes jump-ins from directly above Venom can beat it, especially during the late active frames. Sometimes you will want to pick air throw or c.S instead to cover that space. Some especially large horizontal jump-ins will beat it too, but that can be remedied if you have already set a K ball and launch that ball with 6P.
6P's reward varies fairly greatly depending on the spacing at which the opponent is hit. For very deep anti-airs it can combo into c.S for a full confirm, but from long distances it may give as little as a ball set. Generally speaking you can get at least a Dubious Curve on air hit or 2D on ground hit.
- 90% prorate
Gatling Options: c.S, f.S, 2S, 5H, 2H, 5D, 2D
6K is primarily used as combo filler due to its ground bounce, large hitbox, and long animation that gives time for charging Carcass Raid.
The hitbox is a little deceptive. You may be tempted to use it as an anti-air, but it's simply too slow to be a good decision in most cases. Generally Venom will prefer to use 6P, c.S, j.P, or Air Throw to cover the space that 6K covers.
- Balls launched by 6K will quickly descend and then bounce off of the ground at a sharp angle towards the top of the screen.
- Ground Bounces on hit
Gatling Options: f.S, 2S, 5H, 2H
6H is most commonly used as a combo ender due to its high damage and plummet on hit.
The large hitbox and moderate speed makes this move a somewhat decent way to swat opponents out of the air as they try to jump over a ball. The recovery on whiff is lengthy, which makes this tactic very dangerous if you miss, and the reward on hit isn't spectacular, but it does score Venom a free knockdown to run his game and as a result it can be a surprisingly decent tactic. Beware the deadzone on the hitbox if the enemy gets in too close to Venom.
- Balls hit by this move at the tip of the handle around frames 15-16 will be knocked forwards in a straight line very quickly
- Balls hit in any other situation will typically bounce off the ground at a wide angle.
- 90% forced prorate
- 44f plummet on hit
2P primarily sees use as a ball launcher for low speed, low height balls, but it also sees situational use as a low commitment way to stop opponents from dashing in point blank for a free pressure reset.
This move gets an honorable mention as a viable tick-throw normal because it is -4 on block, which is 1 frame less than the throw protection window after blocking. It can be canceled into itself, or 2K in order to buy time and encourage the opponent to block, and given enough time and respect will allow you to cancel into Carcass Raid for a pressure reset.
- 80% prorate
Gatling Options: 5P, 2P, 6P, 5K, 2K, c.S, f.S, 2S, 5H, 2H, 6H
2K is Venom's primary low threat, and overall one of his most important buttons thanks to its speed, input, and reach.
This button is exceptional because it is tied for his fastest normal, along side c.S, and allows him to start both down and back charges. This move is a great choice to preserve dash momentum since it can be pressed while outside of the proximity range of c.S and then gives him time to slide into position for c.S. 2K is also the safe pick to use after landing from either an air block string, or an empty jump because of its speed and status as a low.
The proration is intense, so combos starting with it will generally do relatively poor damage compared to 2D, but this move is much more flexible and easy to use. As a result, you can think of 2K as the cake, and 2D as the icing.
This is one of the few ways Venom can reliably hit a D ball that is on the ground.
- 70% prorate
Gatling Options: 6P, c.S, f.S, 2S, 2H, 5D, 2D
2S is Venom's main poke, and also a setplay enabler and combo tool.
This button is way faster than it has any right to be. It has the same startup as 5P, 1 frame more than 2K, and reaches all the way from round start distance. Additionally, it lets Venom easily store both down and back charges, which makes it phenomenal for establishing control on the ground. It works well with S Ball for even greater control over space.
In combos and pressure, 2S's main job is to hit S balls while hitting the opponent. Examples include the Dubious Curve Loop and 214S > 2S Loop.
This move has lengthy recovery on whiff, but is one of his most important moves, and as a result it is crucial that every Venom player become proficient at using this move without missing. Whiffing this can mean certain death against many characters.
Gatling Options: 5H, 2H, 5D, 2D
One of Venom's most niche attacks. In some matchups this can be used as a creative anti-air, especially when combined with a ball, and it is good for raising guard bar, but it has few situations in which it truly shines.
Gatling Options: 5D, 2D
2D is a Venom player's best friend that gets them into trouble doing stupid things, but is just too much fun to not do things with.
Despite being his sweep, 2D is one of Venom's fastest buttons, is low profile, gives a knockdown on hit, and provides ample opportunity to charge a Stinger Aim or Carcass Raid. Because of that, Venom players love to use it in a scramble. Just be aware that if you whiff, it's very easy to punish.
When canceled into 6X > FRC, 2D becomes a very potent pressure re-buy as well as combo starter. It does not have a proration penalty like 2K does, allowing for high damage combos off of a low starter given the appropriate resources and conditions for the combos are met.
Additional Frame Data:
- Second hit untechable for 30 frames
- In counterhit state until frame 29
j.P is, somewhat surprisingly, one of Venom's best ways of keeping opponents from jumping onto him, especially when combined with K Ball.
There are some characters who have large, deep hitting jump-ins, or tricky air momentum that can be impractical to stop with 6P. This is where j.P comes in. The hitbox is surprisingly good, and you can use it while jumping back to catch the top of the hurt box of an enemy going for a low, deep jump-in. When you have a K Ball out, the situation becomes very hard to approach because you can either hit the K Ball with 6P, jump back and hit the ball with j.P, or do neither and simply take advantage of the threat of the ball in order to do other things.
Because this move has relatively little recovery on whiff, and can gatling into itself, it is fine to mash the button and confirm the hit into a different normal when it works.
Gatling Options: j.P, j.K, j.S, j.H, j.D
j.K is a phenomenal jump-in button that is great on whiff as well as hit.
The main situation in which you will use this normal is during OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups. in which you have a K, K~D, or H Ball out. This move can be used while rising to hit a ball and keep the opponent locked down while performing a safe jump thanks to its long active frames, good recovery, and generous hitbox. Alternatively, it can be used while falling to start a block string because it has great cancel options.
Gatling Options: j.P, j.S, j.D
j.S is an exceptional tool for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups., as well as a valuable combo and pressure tool thanks to its jump cancel option.
During okizeme situations, this button is very helpful because of how it launches balls, as well as the hitbox that hits in front of Venom at the start, and cross-up on late active frames. j.S launches balls at a similar angle to j.K, but at a much greater speed which helps in situations where j.K's launch speed would not make the ball hit meaty. Beyond launching the ball, the cross-up active frames allow Venom to dash-jump over the opponent, and then airdash backwards into them and hit them with j.S which further increases the threat of Venom's okizeme.
In combos and block strings, j.S mostly gets used because it has great cancel options. You can cancel into j.H to end a string, cancel into j.P to extend the string, or use jump cancel to continue and gain height.
Gatling Options: j.P, j.H, j.D
j.H is a rewarding air sequence ender with a generous hitbox.
Generally speaking, it's preferable to use other buttons and then cancel into j.H than to just use this move on its own. It has the same attack level as j.S with less recovery, but at the cost of significantly more limited cancel options. As a result, it's wise to start your block string or combo with something like j.P or j.S and then work towards j.H as opposed to just pressing j.H outright, especially since it is a combo ender on hit.
j.H launches balls at a 45 degree downward angle with great speed where they rebound off the ground. This is situationally useful for sniping players who like to jump back at full screen, since the ball travels downwards and then hits them from below, though this is unlikely to hit opponents who are air-dashing forwards.
Additional Frame Data:
- Plummets opponent on hit (30f untechable)
Gatling Options: j.D
j.D is a somewhat niche air normal which opens up unique options for the adventurous Venom player.
Because the hitbox is entirely disjointed above Venom j.D is one of the best ways to hit an opponent above you, like if a May was trying to approach by super jumping and using a falling normal. That said, the landing recovery and lack of cancel options makes this move risky to use if you are not fully confident it will connect.
Creative players can use j.D air-dash block strings as well as for relaunches with its wall bounce. If it hits a standing opponent in the corner, you can convert into a combo with c.S.
j.D is Venom's only normal to launch balls upward while he's in the air, though the situation where that is desired it uncommon.
- Wallbounces, 23f untechable
Venom's grounded throw gives him access to a full combo, and even unique combo options that open up new opportunities for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups..
The proration on throw is intense, so generally speaking you should prioritize combos with good corner carry and setplay followups as opposed to highly damaging combos.
- 50% prorate
- Hitting opponent during first 11 frames causes opponent to wall bounce and adds 30 untechable frames
Air throw is similar to ground throw in that you get a free combo from it, but only when performed close to the ground, and the routes available are different depending on the height. Common options to start a combo from air throw include c.S, 6K, 6H, and j.S.
At higher air throw heights, it can be valuable to FRC this move in order to guarantee a knockdown. If the opponent is too high to hit them with a normal combo starter, they can tech out leading to an awkward scramble. The FRC option helps you avoid that situation and keep the round under your control.
- 50% prorate
- Hitting opponent during first 11 frames causes opponent to wall bounce and adds 30 untechable frames
- FRC timing 45~47F
Dead Angle Attack (DAA) is one of Venom's most valuable defensive options.
Venom's overdrives are not useful for getting out of the opponent's offense, and as such this is the best thing you can spend 50% tension on while blocking.
On hit, DAA is very rewarding. Mid screen it knocks down, and if the opponent is near the corner it will wall-splat allowing you to sometimes convert into a combo.
- Wall-splats (100f untechable time, 28f wallsplat)
- 50% prorate
214X (air OK)
214X, known most commonly as Ball Set, is the move that defines Venom as a character.
Whenever Venom places an inert ball, either with 214X or with 421X, the ball will fall into formation relative to Venom. The most recently placed ball placed determines which formation is used. Any subsequent balls placed will update the formation used. There is a short period of time where the ball automatically moves into its position during which the ball can be interacted with normally. Inputting D while the ball is moving into its position will transition the formation into the ~D variant. Furthermore, if you place a ball, move to a new location, and then place a new ball, the balls previously placed will migrate to your current position in order to attempt to maintain formation relative to Venom.
Basically everything that is strong about Venom stems from precise use of this move. Without Balls, Venom has relatively weak pressure, combos, and OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups., but with them he can become very scary. Applications of this move exceed the scope of the overview, and can be read in depth on the Strategy page.
Additional Things to Know:
- If you land during the recovery of j.214X, then the remaining recovery will be canceled.
- j.214X preserves momentum, allowing you to temporarily delay your movement.
- Teleport will teleport Venom to the inert ball which was put on screen first.
- 214X Total duration = 26f
- j.214X Total duration = 35f
- Counter-Hit state for full duration
- Can cancel into another ball formation from frame 23 onward
6S or 6H (hold OK)
Stinger Aim, 6X, is Venom's equivalent of a FireballA projectile which usually travels slowly across the screen in a horizontal path above the ground. used by traditional characters like Ky.
Planning around this move and Carcass Raid is mandatory for Venom players. Assuming that you already have a chargeIn order to access moves that begin with a held input, the user must hold that input for a certain number of frames. This is known as "charging" the move or "storing a charge". prepared, this special is the fastest way to put an activeTo be "active" means that a move is able to hit the opponent projectile on the screen without an inert ball on screen to launch. Similarly, it is crucial that Venom players learn to FRC this move.
6S > FRC is one of Venom's most powerful pressure re-buys thanks to the natural frame advantage of 6S. Similarly, using the FRC when the projectile from Stinger Aim misses the opponent can help you avoid certain death because of the lengthy recovery both versions have. 6H > FRC provides a much faster ball, which is especially useful when converting off of awkward hits that Venom otherwise could not pick up from.
Beyond the uses as a conversion tool and pressure re-buy, Stinger Aim is also simply a good fireball for space control. 6S fires a projectile at a moderate speed which Venom can follow behind to approach, and 6H fires a very fast projectile which can snipe opponents who are attempting to act from far away. Both versions are able to interact with inert balls that are currently on the screen, which opens up further opportunities to pollute the screen.
Stinger Aim can be enhanced by holding the S or H part of the input. Doing so increases the projectile level, adding more hits and increasing the projectile's size.
Enhanced Stinger Aim is mostly used for okizeme.
- Charge Time: 45f
8S or 8H (hold OK)
Carcass Raid, 8X, is a tricky projectile with a unique flight path.
Planning around this move and Stinger Aim is mandatory for Venom players. If Stinger > FRC is a re-buy, Carcass Raid is stealing it from under someone's nose.
8S is one of Venom's best ways to force the opponent to sit down and respect his pressure, because it is significantly advantaged on block, and becomes more so the longer the projectile travels. The most common way to utilize this is out of c.S thanks to its long duration, close proximity, and multiple hits. This move is commonly used in combos as well, especially after 6K, in order to give Venom time to dash forwards into range for his normals.
Additionally, this move can be used in order to cover weird angles that are otherwise hard to cover by launching a standard ball. If you can force the opponent to block this, it is your turn again. The H version controls space above Venom very effectively and, when spaced right, has uses for pressure in the corner. If Venom is hit during the flight of this projectile, the H version disappears. Carcass Raid can be enhanced by holding the S or H part of the input. Doing so increases the projectile level, adding more hits and increasing the projectile's size.
Generally speaking, enhancing Carcass Raid is less useful than simply using it normally, but feel free to experiment with uses for it.
- Charge time: 40f
P during Charged Stinger Aim or Charged Carcass Raid
Stinger Aim and Carcass Raid can be canceled by pressing P while holding the S or H input that would normally be used to enhance the move. If canceled in this way, Venom will recover faster than usual, but the projectile will not come out. Using this cancel is colloquially known as "Stinger Cancel" and "Carcass Cancel".
Some examples of uses for this cancel include but are not limited to:
- Cancel then dash in for a throw
- Fake pressure resets
- Recover faster if you know the ball will miss the opponent
Carcass Cancels and Stinger Cancels are currently under-explored as options for Venom, so feel free to experiment.
Dubious Curve is a crucial combo tool, and occasional block string tool.
421X is most well known for its use in Venom's Dubious Curve Loops, which are some of his most damaging and powerful combos. These loops are generally performed while in the corner, but the move does see use in combos performed mid-screen as well. When FRC'ed on hit, the move can sometimes be followed up with a combo that was otherwise not possible due to pushback. The move is generally a strong combo ender thanks to the advantage and the Lightning Ball that it provides on hit.
On block, 421X is a decent move. It is not severely disadvantaged, so it's generally acceptable to end a block string with it if you are not prepared to end with a better option. Block strings into 421X have the potential to catch opponents who attempt to jump, albeit somewhat uncommonly. The move can also be canceled into Teleport or Ball Set to attempt to squeeze additional mileage out of it. An honorable mention for this purpose goes to 421H~D > 623K > j.S, which puts you close to the opponent with an active hitbox and a fairly small gap that opponents might not be prepared to contest.
The FRC option allows for you to extend combos beyond their normal limits, or to more safely continue pressure after this move is blocked, and should be practiced.
Double Head Morbid
623S or 623H
Double Head Morbid is a situational forwards-advancing move that has useful applications in edge cases.
Both Versions of Double Head Morbid are unsafe on block, and move Venom forwards into range of most opponents, which makes it a sub-par move to use when you aren't able to ensure that it hits, or is covered by something else. That said, there are good uses for it.
The S version blows your opponent away on hit, and has fairly quick startup. This is most noticiably helpful in the Potemkin matchup where it can be used to deal with Hammer Fall thanks to the fast hits.
The H version travels a considerable distance and usually knocks down on hit. This can be useful as an unexpected way to catch opponents who are attempting to IADAn air dash performed from a standing position as quickly and as low to the ground as possible from a jump. Done by inputting 956 or 754 or using a dash macro. backwards to gain space.
j.236S or j.236H
|Version||Damage||GuardHow this attack can be guarded. Throws have their throw range listed instead.
High: High or air Faultless Defense
Low: Low or air FD
Mid: Any ground block or air FD
|StartupHow many frames it takes for the move to become able to strike the opponent. Startup includes the frame on which the move becomes active.||ActiveHow many frames for which the move has a hitbox where if the opponent touches it, they will take damage. Occurs after Startup.||RecoveryHow many frames that the move must go through after its active frames end to automatically go back to a neutral state.||On-BlockAlso known as Frame AdvantageThe difference between the attacker's recovery and the period that the opponent is in blockstun. This value is based on the first active frame.||Invuln||Level|
|j.236S||12×4 ||High/Air||18||Until landing||6 after landing||+7||-||3|
|j.236H||15×4 , 15×3 ||High/Airx4, Midx3||16||Until landing,(5)2,6,2||20||-8||Strike 1-7F
Upper Body & Feet 8-9F
j.236S is Venom's premiere overhead option for mixups.
Common times to use j.236S are out of block strings from c.S, and out of a dash. Doing so in these cases will usually ensure that you remain close enough to the enemy to follow up with c.S or 2K, your fastest normals, therefore keeping your pressure going if they blocked j.236S, or starting a combo if they did not. Compared to 5D, this is the much more popular overhead.
The S version of Mad Struggle can be pseudo-feinted by performing it as quickly as possible via an IASA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK. input. When done like this, Venom will jump into the air, start the animation, and then land without hitting the opponent. This can be used to fake out opponents who are actively looking for the overhead and attempting to block it, since you will land faster than usual and have the ability to use a low option such as 2K.
- 23F for fastest possible IAS hit
j.236H is a tricky dive kick that can be awkward, and unorthodox.
Although j.236H is slightly faster than j.236S to start up, it is not recommended that you use j.236H for the same applications that you would the S version due to the flip-kick extension at the end. On hit, the kick will launch the opponent into the air with enough hitstun to generally combo into 6H, but not much else resulting an overhead with fairly small reward. On block, the flip-kick leaves Venom at a significant frame disadvantage, especially if the later portion whiffs.
Despite the clear shortcomings of j.236H, it is far from useless.
j.236H is able to hit Cross-upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them. with the early hit of the flip-kick, and can anti-air with the late hits. Doing so will usually result in a knockdown which leaves Venom significantly advantaged. As a result, this move can be used as an unexpected and decently rewarding, albeit risky, choice in a scramble. For added fun, the flip-kick has some invulnerability which catches many players off guard as they attempt to contest it.
In addition to its use in scrambles, j.236H can be used as a combo re-launcher. This is most commonly done in corner routes as well as Impossible Dust combos.
- Invulnerability is during the flip-kick (after landing)
Teleport is a tricky movement option and way to bait bursts.
623K will teleport to the inert ball that has been on screen for the greatest time. If there are no inert balls at the time of teleporting, Venom will teleport directly upwards a short distance. If Venom appears behind the opponent, he will appear in the direction he was originally facing. Also Venom will have his air options (double jump or air dash) intact after teleporting.
When performed as an IASA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK., Venom will automatically correct to face the opponent.
Damage and projectile travel speed depends on what you use to launch it. See values in [brackets] by each attack.
- Chip damage x2
Each hit of lightning ball does 1/2 the value normal Hit Ball would do. Lightning Ball hits 3 times.
- Chip damage x2
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.
Top row is the default ball patterns, bottom row is the alternates made by tapping D during setup. D summon does not have an alternate formation.
FB Stinger Aim
6D (hold OK)
The Force Break version of stinger is a side-grade to Stinger Aim FRC with some interesting quirks.
6D causes the projectile and any balls launched by it to bounce off of the wall, opponent, or opponent's projectiles one time. Thanks to this, and the extreme speed at which this move fires the projectile, it makes a surprisingly good AbareAn attack during the opponent's pressure, intended to interrupt it. and anti-projectile tool.
Force Break Stinger and its enhanced versions, accessed by holding the D input before launching the projectile, do surprisingly high damage. This gives 6D a few interesting applications for squeezing out more damage. One such application is in combos. If you can get inert balls, especially lightning balls, behind Venom, and use moves with high pushback, such as 5H, you can then launch the balls into the opponent with 6D to do high damage. Another fun, but much more niche, application is to fire an enhanced version of the move, let it bounce off of something, and then re-hit the projectile with 5P to get an enhanced stinger ball to combine with your normals after a snipe attempt.
- 45F charge time
- CH state for full duration
FB Carcass Raid
8D (hold OK)
Force Break Carcass Raid is an under-explored move with novel applications for zoning.
Compared to 8H, which it is modeled after, 8D's projectile bounces more times, travels slower, and does not disappear if Venom is hit during its flight. The frame advantage that it provides is nice, but generally not worth the Tension cost given that 8S provides similar advantage for free.
Currently, this move is primarily known for its use in zoning because it is covers a lot of screen space over its life time. Some players will advocate using this over stinger aim at full screen when your goal is to establish a wall of projectiles, and then follow it up with ball sets and launches.
- 40F charge time
FB Double Head Morbid
The Force Break version of Mad Struggle exists primarily as a way to cash out from awkward combos in exchange for meter.
In the majority of use cases, 623D is combo'ed into for a hard knockdown. The knockdown that it provides is not optimal because the move cannot cancel into ball set for OkizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up, usually with meaty attacks or mixups., but sometimes any knockdown is better than no knockdown.
623D can be used after a successful anti-air 6P in order to score a knockdown at ranges from which normal combos are inaccessible. The move can not be combo'ed into from normal hit 6P, f.S, or 2S against grounded opponents, and on counter-hit there is not enough hitstopThe time where the game pauses for dramatic effect whenever an attack successfully hits. to consistently confirm the CH and input 623D which limits the practicality of this move as a way to score knockdowns from stray pokes.
FB Mad Struggle
This is basically j.236S on steroids.
j.236D can be applied in most situations in which j.236S would be good for greater reward at the cost of 25% Tension.
On block, this move provides enough frame advantage that Venom will recover in the air and be able to continue his offense freely. Because the move preserves your air options you can opt to air dash for more air attacks, or take the time to land for grounded offense. As a cherry on top, the move increases the opponent's Guard Bar by a considerable amount which is always welcome for Venom.
On hit, j.236D leads into many practical and highly damaging combo routes. This is because the first hit has very high untechable time, and the second hit ground bounces with even greater untechable time and a modest 90% ProrationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount..
- 1st hit untechable for 40F on air hit
- 2nd hit ground bounces opponent on hit (untechable for 53F)
- 2nd hit has forced prorate 90%
Dark Angel, 2141236S, is one of the most powerful overdrives in the game, allowing for powerful lockdown and checkmate situations.
Dark Angel's hitbox is large, and moves fairly slowly across the screen, which is a good thing. This means that if the opponent blocks it, they will get dragged towards the corner by it, or you can approach behind the projectile safely. Thanks to its many hits, Dark Angel will do a large amount of chip damage, unless the opponent opts to FD, at which point it will cost them a ton of Tension. Because of this, and the ludicrous frame advantage that such a projectile provides, this move is arguably as good if not better on block than it is on hit.
While the opponent is blocking Dark Angel, you can set up balls, approach them, or run mixups to your heart's content. If you want to get the opponent to block Dark Angel, you can get them to block 5H first, and then cancel into Dark Angel. Be aware that doing so leaves a small gap that the opponent might be able to reversal out of if they are actively looking for it.
Things to be Aware of:
- Dark Angel does not interact with balls or your other projectiles.
- Dark Angel's hitbox does not extend all the way downwards, allowing characters such as Sol to Low ProfileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short. the move.
Red Hail is contender for Venom's least useful move.
Generally speaking, this move does not do enough damage to warrant the meter cost, or the opportunity cost needed to set it up. In +R, most of Venom's combo routes are performed while on the ground. This alone significantly reduces the number of cases in which you can make use of j.236236H. The move is further limited by the fact that it does not score a hard knockdown on hit, and Venom lives and breathes knockdowns. The 50% Tension cost really exacerbates the issue, because Venom has a lot of really great options to spend meter on.
That said, the move is not useless. The main situation in which Red Hail is valuable is when you need to close out the round from an air combo. These most often occur out of a scramble, or after a 5D starter. Because Overdrives lock the opponent out of burst, this move can be used to secure a round when you just need a tiny bit more damage.
Tactical Arch is a niche and somewhat under-explored overdrive.
632146X sets 5 inert lightning balls in the formation corresponding to the button used to input the overdrive. This has 2 primary uses: long range chip damage setups, and super-freeze unblockables. The first of these cases is not only very niche, but also tends to be matchup specific, like for the Justice matchup. The chip damage isn't amazing because Tactical Arch maxes out at 15 hits, compared to Dark Angel's maximum of 28 hits.
More potently, Tactical Arch is used in super-freeze unblockable setups. This is done by setting a ball, hitting it (typically with 5P or 5K), and then activating Tactical Arch. Venom's projectiles will continue to travel during super freeze. This means that if the opponent is not already blocking when the super-freeze triggers they will get hit by any projectile that moved into them before the end of the super-freeze.
During IK Mode: 236236H
Like most Instant Kills in +R, This move is rarely seen in competitive or serious play.
With that said, this move does see legitimate use in the A.B.A match-up. Scoring enough knockdowns to force her into Suka Motion can allow you to safely enter Instant Kill mode. From there, there is sometimes sufficient time to either instant kill her immediately, or bait her into using an attack that you can consistently punish with Dimmu Borgir, for example Danzai, thanks to its invulnerability during startup.
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- A.B.A [★]
- Anji Mito [★]
- Axl Low [★]
- Baiken [★]
- Bridget [★]
- Chipp Zanuff [★]
- Dizzy [★]
- Eddie [★]
- Faust [★]
- I-No [★]
- Jam Kuradoberi [★]
- Johnny [★]
- Justice [★]
- Kliff Undersn [★]
- Ky Kiske [★]
- May [★]
- Millia Rage [★]
- Order-Sol [★]
- Potemkin [★]
- Robo-Ky [★]
- Slayer [★]
- Sol Badguy [★]
- Testament [★]
- Venom [★]
- Zappa [★]
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