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Still worth a watch though. | Still worth a watch though. | ||
<youtube>gSnYIFYuzl8</youtube> | |||
[https://youtu.be/43PlbTj8GGA?si=cvbgeJNu5zU_0oec Venom & Hyper Venom infinite combo guide by bola385] | |||
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Latest revision as of 22:38, 15 July 2024
Venom | |
---|---|
Difficulty | Easy to Learn, Hard to Master |
Tier Placement | High Tier (A) |
Has an Airdash? | Yes |
Standing Hitbox | Tall |
Crouching Hitbox | Tall |
Best Assists to Pair With | Colossus |
Introduction
Edward Charles Allan "Eddie" Brock, the symbiote’s host who first bears the name Venom is an Anti-Hero from the Spider-Man series by Marvel. He was a journalist who bonded with an alien symbiote seeking revenge on their common enemy. Due to the fact that it was grafted to him first, the Symbiote bears many of Spider-Man’s unique abilities and passes them on to its next host. Eddie Brock had, previously to discovering the Symbiote, conditioned his body to lift up to seven hundred pounds. With the Symbiote’s assistance, he could lift up to eleven tons with little strain. He can also increase his strength & mass; Venom has evolved from being a stronger version of Spider-Man, to be able to trade punches with the likes of a weaken Hulk or Juggernaut. He could also cling to walls and fire pieces of the Symbiotes’ substance as webbing at high pressure up to a distance of seventy feet. The tissue is regenerative, so Brock didn’t have to worry about losing the Symbiote as he fired the projectiles. The strands can be incredibly adhesive, and have a tensile strength of one hundred twenty-five pounds per square millimeter of cross section. Venom also possessed a power similar to that of Spider-Man’s “Spider Sense”, though it was more efficientive, as Venom's reflexes were more honed than Spider-Man's.
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.
Strengths | Weaknesses |
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Notable Players
Team | Nickname | Country | Platform | Accounts | Notes |
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Anzures/-Anz | USA | Kailera/GGPO/Fightcade 1/2 | Youtube: [1] Fightcade: [2] [3] |
Venom/Red Venom Artistrocrat, the guy has robot hands with the way his execution rolls. He can easily do the Magic Series Carry Infinite and the st/cr.hp cancel Infinite like its nothing and he even discovered a harder infinite than those which is the dashing lk. Infinite which only him and caluu can do. Status: Inactive | |
caluu | USA | Fightcade 1-2/GGPO | FightCade: [4] Youtube: [5] |
Another execution heavy Venom, this person do any Venom Infinite in the book with precision like its nothing but a run in the park. If you wanna see how to play Venom with all of his optimal combos, this player is definitely worth checking out. Status: Retired | |
Darkcloud/DC | USA | Kailera/Fightcade 1-2/GGPO | FightCade: <-X-> [6] | DC actually started with Venom before transitioning to Gold War Machine, he was known for his Venom till he made the switch to the team we all know him for using. His Venom is more focused on the core aspect of Venom's gameplay which is Keepaway and Punishes. Really good player to watch once u wanna see the core gameplay of Venom. Status: Inactive |
Move List
Normals
Ground Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6 | Mid | 2 | 3 | 7 | 12 | -1 | +4 | - | Ground | |
Venom does a straight to the opponent. Very good button for poking the opponent or starting links like super confirms or HKD strings, especially with being plus both on block and on hit, it becomes a pretty nice tool to be used as it could be cancelled to any kick button or any special. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8-9 | Mid | 6 | 3 | 19 | 28 | Launch | -3 | - | Ground, Launcher | |
Venom's only launcher, this is what you will be using for his air combos but you won't be using this as much as u think due to it being kinda sluggish. It's not a bad button don't get me wrong, but the fact that you can't chain a normal into this unless you would crouch cancel or do a jump-in makes this a bit limiting, still use this button though cuz it's a gateway for combos and doing combos is always good. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
19-20 | Mid | 11 | 6 | 26 | 43 | KD | -11 | - | Ground, Launcher | |
Venom does a big bite with his liquid symbiote form, creating a giant mouth with ragged teeth. This is probably Venom's most important button as this will be his main poking button. This can also be used for punishing which is what he is good at and this can also be used as a pressure tool. If you would look at the frame data, it doesn't seem the best for a pressure tool right? Well, Venom has this mechanic where all of his punch buttons can be cancelled to a kick button, which can heavily reduce the recovery of st.hp, making it a really dangerous button, never sleep on this. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
3-4 | Mid | 4 | 2 | 13 | 19 | -9 | +4 | - | Ground | |
Venom does a stomp to the opponent's foot. This is his fastest normal and has a quirk where its entire recovery can be crouch cancelled, making an already fast button even faster and more effective for building meter. For these reasons, this is also his ideal button to magic series his punch buttons back into to make any grounded punch button have only 6 frames of recovery. Abusing these properties lets him able to rapid fire his oppressive heavy buttons on hit or block. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
8-9 (5-6 if only 1 hit) | Mid | 5 | 9 | 20 | 34 | -8 | -6 | - | Ground | |
Venom's main super confirm, this is what is used for his death bite confirms. If you want to confirm death bite then this is the best button to use due to its reach. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
16-17 (if both hits collide, 7-8 if only one hit) | Mid | 7 | 11 | 27 | 45 | -10 | -11 | - | Ground | |
Venom summons a bunch of worm-like strands around him. This attack doesn't have much utilizations outside of confirming to Venom Fang or confirming to Death Bite which is less optimal than the first option. Use sparingly since you're most likely gonna use it from a kick throw to the corner. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
5-6 | Mid | 3 | 3 | 7 | 13 | -1 | +4 | - | Ground | |
Venom does a kneeling punch to the opponent's knees or crotch area. This button is a good poke due to it being able to chain on itself and it being +4 on block. If that wasn't enough, you could cancel it to sweep or Venom Fang for a chunk of damage. This button is definitely worth using, do not sleep on this. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
10 | Mid | - | - | - | - | - | - | - | Ground | |
Venom sticks his giant tongue and attacks the opponent with it. It has a decent hitbox, can be used as an anti-air and can be used to link into cr.mk for special and super confirms. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
19-20 | Mid | - | - | - | - | - | - | - | Ground | |
Same concept as st.hp, except that this has a fatter hitbox, making it very useful with it being amazing once synchronized with st.hp due to how much space it can cover with the size of the hitbox, mix this up with st.hp, Venom Fang, cr.hk, and j.hk for an impenetrable wall which is what Venom is best at. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
3-4 | Low | - | - | - | - | - | - | - | Ground | |
Very fast low, unfortunately it can't be chained with any other normal so the best u can do is use it for tick grabs. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9-10 | Mid | - | - | - | - | - | - | - | Ground | |
Venom summons a giant tendril behind his back and does a scorpion-esque stance as he pokes you with the tendril. This is usually just used as combo fodder but the reason why this is worth using is that it doesn't scale as much as st.mk making it deal more damage in super confirms and special confirms. The reach is worse though so use it sparingly. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
17-18 | Low | - | - | - | - | - | - | - | Ground | |
This is his HKD, def worth using for strings and that goes a long way since most of Venom's damage comes from his spacing and punishes so doing strings with this comes a long way for sure. Utilize this with Venom Fang. |
Air Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
3-4 | High | - | - | - | - | - | - | - | Air | |
Combo fodder for Air Combo but can be used as an air-to-air with its hitbox covering a good amount of range |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6-7 | High | - | - | - | - | - | - | - | Air | |
Mostly used as combo fodder but this works well as an air-to-air if the opponent is above you with the hitbox covering a good chunk above, it also works well for Guard Breaks. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
9-10 (16-17 if 2 hit) | High | - | - | - | - | - | - | - | Air | |
HKD for Air Combos but if you have the execution, you can use this to OTG into the HP infinite if you're that type of guy. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
2-3 | High | - | - | - | - | - | - | - | Air | |
Mostly Combo Fodder but can be used as an IOH and can be synchronized with his unique Airdash. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
6-7 | High | - | - | - | - | - | - | - | Air | |
Very Good Air-to-Air due to the wall of a hitbox it has above, for approaching though, it does the job but it can't cross up due to it having no hitbox behind it. |
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
4-5 or 13-14 (17-18 if 2 hit, 23-24 if 3 hit) | High | - | - | - | - | - | - | - | Air | |
3 hit Air Normal, probably his best air normal as it can be used for everything, stuffing the opponent, ending combos, doing OTGs, and so on. Do not sleep on this button |
Command Normals
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property | |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Air | |
Venom has a wacky airdash, where instead of things working traditionally, it makes you swing around with a web, you can also cancel the animation by inputting a button but the caviat is you can airdash forward only. |
Throws
Damage | Guard | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Meter Gain | Property |
---|---|---|---|---|---|---|---|---|---|
- | - | - | - | - | - | - | - | - | Ground/air |
Special Moves
Hyper Combos
Venom Web
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
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
Advanced
Team Setups
Combos
Venom isn't very combo fluid as his Hyper Counter Part but he still has a variety of tools to work with. They may be short but it does a good amount of damage and it sure packs a punch. If you're willing to learn more than just this then he has other stuff like Infinites but we'll delve with that later.
Here's a vid detailing most of what you can do with him but I'll be listing the most common Links and combos done by Venom.
Still worth a watch though.
Venom & Hyper Venom infinite combo guide by bola385
Ground Links | |||||
Combo | Damage | Notes | |||
cr.lp/st.lp/st.lk > cr.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) |