Marvel vs Capcom/Venom: Difference between revisions

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m (Fixed level 1 headers)
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==Combos==
==Combos==
{| border="1em" cellpadding="3" cellMPacing="0"
{| border="1em" cellpadding="3" cellMPacing="0"
| colspan="6" align="center" |'''Easy Combos'''
|-
| align="center"|'''Combo'''
| align="center"|'''Combo'''
| align="center"|'''Damage'''
| align="center"|'''Damage'''
| align="center"|'''Notes'''
| align="center"|'''Notes'''
|-
| align="center"|'''Easy Combos'''
| align="center"|-
| align="center"|-
|-
|-
|c.LP > c.HK > LP Venom Fang (qcf + LP) (OTG)
|c.LP > c.HK > LP Venom Fang (qcf + LP) (OTG)
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|
|
|-
|-
| align="center"|'''Moderate Combos'''
| colspan="6" align="center" |'''Moderate Combos'''
| align="center"|-
| align="center"|-
|-
|-
|j.HP, j.MK, dash, c.MP > c.HK, Death Bite
|j.HP, j.MK, dash, c.MP > c.HK, Death Bite

Revision as of 19:42, 26 February 2021

Mvc1venom.gif

Introduction

Spider-Man may have escaped the Venom symbiote, but that didn't stop it from latching onto its next victim: Eddie Brock, and in MVC1, they mean business. As the first game appearance in the Marvel series, Venom already packs a lot of force thanks to his great ability for zoning. At any moment, he can seize control of the screen and force the opponent back into the corner, be it the air or on the ground. Venom can poke the enemy out from anywhere on the screen thanks to his robust toolkit, while also playing a great keepout game. Unfortunately, this is also at the expense of Venom's rather low health pool and pretty slow speed that make Venom rely on decent reads and knowing when and where the opponent will be. He'll also have to watch out for himself, being an easy cross-up target whose specials are unsafe on block. It's very easy to lose any momentum Venom has off of one bad read, but past this is a character whose zoning game is practically unparalleled in MVC1. Venom will make any player second guess their choices.

Pros Cons
  • Easy, effective combos
  • Zoning monster
  • Specials and Hypers can OTG
  • Absurd corner carry
  • Back Corner Throw can start a combo off of LK
  • Hyper Combos are unsafe overall
  • Low health
  • Big target, easy to cross-up
  • Slow moves across the board
  • Situational aerials
Standing Crouching Jumping Dashing
MVC1 Venom Standing.png MVC1 Venom Crouching.png MVC1 Venom Jumping.png MVC1 Venom Dash.png

Move List

Normals

Ground Normals

Lp.png
MVC1 Venom 5LP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Mp.png
MVC1 Venom 5MP 2.png
MVC1 Venom 5MP 3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Hp.png
MVC1 Venom 5HP 3.png
MVC1 Venom 5HP 4.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Lk.png
MVC1 Venom 5LK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Mk.png
MVC1 Venom 5MK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Hk.png
MVC1 Venom 5HK 1.png
MVC1 Venom 5HK 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground, Launcher

D.pngLp.png
MVC1 Venom 2LP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

D.pngMp.png
MVC1 Venom 2MP 1.png
MVC1 Venom 2MP 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

D.pngHp.png
MVC1 Venom 2HP 2.png
MVC1 Venom 2HP 3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

D.pngLk.png
MVC1 Venom 2LK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

D.pngMk.png
MVC1 Venom 2MK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

D.pngHk.png
MVC1 Venom 2HK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Air Normals

Jump Lp.png
MVC1 Venom jLP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Jump Mp.png
MVC1 Venom jMP 1.png
MVC1 Venom jMP 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Jump Hp.png
MVC1 Venom jHP.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Jump Lk.png
MVC1 Venom jLK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Jump Mk.png
MVC1 Venom jMK.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Jump Hk.png
MVC1 Venom jHK 1.png
MVC1 Venom jHK 2.png
MVC1 Venom jHK 3.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground

Command Normals

Air Dash
F.pngF.png + P.pngP.png
MVC1 Venom Air Dash.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Air

Throws

Normal Throw
B.png/F.png + Mp.png/Hp.png or Mk.png/Hk.png
MVC1 Venom S.Throw 1.png
MVC1 Venom S.Throw 2.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground/air

Special Moves

Venom Fang
Qcf.png + P.png
MVC1 Venom VFang P1.png
MVC1 Venom VFang P2.gif
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
Qcf.png + Lp.png
LP Version
- - - - - - - - - Ground/air

Venom's symbiote hops forward in a low arc as a big blob face. Jump distance varies between punch buttons; LP is the lowest jump while HP is the highest jump.

Qcf.png + Mp.png
MP Version
- - - - - - - - - Ground/air
Qcf.png + Hp.png
HP Version
- - - - - - - - - Ground/air
Venom Rush
Qcf.png + K.png
MVC1 Venom VRush.gif
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
Qcf.png + Lk.png
LK Version
- - - - - - - - - Ground

Venom summons the symbiote to attack from far parts of the screen using his standing HK. K strength varies upon how far the symbiote attacks.

Qcf.png + Mk.png
MK Version
- - - - - - - - - Ground
Qcf.png + Hk.png
HK Version
- - - - - - - - - Ground
Web Throw
Hcb.png + P.png
MVC1 Venom WThrow LP.png
MVC1 Venom WThrow MP.png
MVC1 Venom WThrow HP.png
Version Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
Hcb.png + Lp.png
LP Version
- - - - - - - - - Ground

Venom throws out a web from his wrist and when it connects, he slams the opponent twice on the ground then swings them to the other side of the screen. P strength varies upon how up the web will shoot.

Hcb.png + Mp.png
MP Version
- - - - - - - - - Ground
Hcb.png + Hp.png
HP Version
- - - - - - - - - Ground

Hyper Combos

Venom Web

Venom Web
Qcf.png + P.pngP.png
MVC1 Venom VWeb 1.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - 1 - - - - - Ground/air super

Venom jumps to the middle of the screen and shoots out a large web that catches full-screen. Once it connects, Venom rushes down with a barrage of normals and ends it with a Venom Fang. This super is a must in Venom's punish game, as it allows him to react to almost anything, especially so thanks to its invulnerability frames that let him outright bypass the opponent at points. He is still momentarily vulnerable when he's centered on the screen though. If blocked, Venom will fall straight down from the center so it's much easier to punish him for it. Combos for this super are pretty much non-existent due to its startup, so it's strictly a punish super. Also keep in mind, the super is only active for one frame. The damage is very high though, and it will carry the opponent pretty far into the corner, making it a risk worth taking if you have a read.

Death Bite

Death Bite
Qcf.png + K.pngK.png
MVC1 Venom DBite 1.png
Damage Guard Startup Active Recovery Total Hit Adv Block Adv Meter Gain Property
- - - - - - - - - Ground super

Venom does an extended version of his Venom Rush which can carry the opponent to the other side of the screen, into the corner. The startup is fully invincible, and for whatever reason has its own hitbox, but the rest of the attack is just Venom Rush with much bigger hitboxes that loops into itself until it travels off-screen. Overall another solid super that can shut out any attempt to approach Venom, while also acting as a reversal. Not as easy to react with whenever the opponent flinches as with Venom Web, but is much better for combos than Venom Web for simply starting up much faster. The ground control Venom gains from this is not quite as threatening as Venom Web though, which gives Venom control of the entire screen, albeit it is also a little safer.

Strategy

Basic Tips

Launchers: MP

Magic Series:

  • Ground Magic Series: Punch to Kick
  • Jump Magic Series: Punch to Kick
  • Super Jump Magic Series: Hunter Series

AC Finisher: HP, HK, Venom Fang

Advanced

Team Setups

Combos

Easy Combos
Combo Damage Notes
c.LP > c.HK > LP Venom Fang (qcf + LP) (OTG)
MP Throw, c.MP > c.MK > Death Bite (qcf + KK)
j.HK, s.MP, sj.LP > sj.LK > sj.MP > sj.MK > AC Finisher
Moderate Combos
j.HP, j.MK, dash, c.MP > c.HK, Death Bite
j.HP, j.MK, s.MP > MP Web Throw (hcb + MP)
j.HP > j.LK, s.MP, sj.LP, sj.LK > sj.MP > sj.MK > sj.HP/HK > HP Venom Fang (air qcf + HP), Web Throw
j.HP > j.LK, s.MP, sj.LP > sj.LK > sj.MP > sj.MK, MP Air Throw, Death Bite (qcf + KK) (OTG)

Game Navigation

General
Controls
Notation
HUD
Assists
System
FAQ
Capcom Characters
Captain Commando
Chun Li
Jin
Lilith
Mega Man
Morrigan
Roll
Ryu
Shadow Lady
Strider
Zangief
Marvel Characters
Captain America
Gambit
Gold War Machine
Hulk
Hyper Venom
Orange Hulk
Spider Man
Venom
War Machine
Wolverine