Marvel VS Capcom: Infinite/Venom

From SuperCombo Wiki

Venom

Mvci Venom.png

After missing out on Marvel vs. Capcom 3, Venom is ready to return in all his symbiotic glory. Venom is the result of reporter Eddie Brock, whose life is unintentionally ruined by fellow newshound Peter Parker, seeking vengeance and finding an unexpected new ally in the alien symbiote that once inhabited Parker's body. This symbiote, a sentient liquid-like life form, grants him enhanced strength and shapeshifting abilities.

In a nutshell
Although Venom's moveset bears a few minor similarities to his rival Spider-Man's, he's much more of a bruiser and heavyweight than Parker ever could be. In Marvel vs. Capcom Infinite, on top of his Venom Rush and Venom Throw attacks granting him approaches and combo conversions, he now has Venom Barrel, a new aerial special that extends his air combo game with wall bounces, and Venom Trap, where he sends a puddle of symbiotic goo through the floor, ready to ensnare anyone who passes over it and trapping them for easy combo conversion much akin to Spider-Man's Web Ball.

Introduction

Players to Watch

JonnieA
OGWarDestroyer

Character Vitals

CHARACTER DATA
Health:
10,000
Double Jump:
No
Air Dash:
No
Air Dash/Jump count:
0
Misc Movement:

Move List

Unique Trait

Normals

Standing Light Punch
Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 7 +3 0
-
Standing Heavy Punch
Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
350x2 Mid 14 -11 -16
Venom takes a small step forward during this move.
Standing Light Kick
Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 10 +1 -4
-
Standing Heavy Kick
Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300x3(870) Mid 16 -5 -10
-
Crouching Light Punch
Mvci down.pngMvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 7 +3 0
-
Crouching Heavy Punch
Mvci down.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 11 -15 Launch
-
Crouching Light Kick
Mvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Low 7 -6 -9
-
Crouching Heavy Kick
Mvci down.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Low 17 -12
-
Jumping Light Punch
j.Mvci lp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
300 High 6 - -
-
Jumping Heavy Punch
j.Mvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 9 - -
-
Jumping Light Kick
j.Mvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 High 7 - -
-
Jumping Heavy Kick
j.Mvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 High 13 - - Groundbounce Hardknockdown
-
Venom Predate
Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
800 Mid 21 -13 Crumple
Venom's longest-reaching grounded normal, but also his slowest. The crumple gives you time to set up a Venom Trap.
Venom Creep
j.Mvci fwd.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200x4 (780) High (1st hit), Mid (the rest) 15 - -
-

Misc

Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Air Throw
Mvci fwd.png or Mvci back.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
1000 Throw 3 1 - - -
Additional damage scales by 50%.
Tag
Mvci tag.png
Damage Guard Startup Active Recovery On Hit On Block Properties
500 Mid 6 8 44 +33 +28
Hit/Block adv is dependent on when you Cancel.png your tag-in.

Specials

Venom Fang
Mvci qcf.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 200x7(1320) (ground)
200x6(1140) (air)
Mid 20/18 +2/- -3/- Airok.png
Mvci hp.png 200x8(1480) (ground)
200x6(1140) (air)
Mid 30/18 +6/- +1/- Airok.png
Frame data is listed as ground/air. Venom turns into a large version of his face and hurtles towards the opponent. The ground LP version moves him forward, while the ground HP version moves him forward with a slight parabolic arc. The air versions move him forward towards the ground, with the LP version being closer to purely vertical and the HP version going significantly farther horizontally. A good combo ender in air combos, dragging the opponent down with you right beside for a quick OTG follow-up. The ground HP version can also be used at times for blockstrings, as it pushes you forward and leaves you +1 on block.
Venom Rush
Mvci qcf.pngMvci lk.png or Mvci hk.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lk.png 200x9(1640) Mid 29 +9
Mvci hk.png 200x9(1640) Mid 29 +9
Venom creates a puddle swarming with serpentine symbiote mouths that quickly strike in circular arcs. The LK version creates a puddle near Venom, the HK version creates one at almost full screen but not quite. Both versions are plus on block, allowing you to safely harass from afar with the HK version.
Venom Throw
Mvci hcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 1860(5 hits)+500(2210) Mid 18 -35
Mvci hp.png 1860(5 hits) Mid 18 -35
Venom takes a page from Spider-Man and launches a long string of web to ensnare the opponent before thrashing them around and tossing them aside. The LP version is angled horizontally while the HP version is angled at a 45-degree angle up-forward. If the LP version is used from afar, when Venom rushes in from off-screen towards the opponent's tossed body, he'll actually have a hitbox that connects with the opponent, adding damage and follow-up potential.
Venom Barrel
j.Mvci qcb.pngMvci lp.png or Mvci hp.png
Version Damage Guard Startup Active Recovery On Hit On Block Properties
Mvci lp.png 100x6+900(1410) Mid 14 - - Wall Bounce
Mvci hp.png 100x6+900(1410) Mid 14 - - Wall Bounce
Venom charges ahead, covered in writhing symbiotic appendages, before those appendages burst out as spikes as he halts. Travels about half-screen. The LP version moves forward, while the HP version moves at a moderate angle up-forward. Great for ending air combos with, primarily in either Venom Web, or j.HK for potential further extensions.
Venom Trap
Mvci down.pngMvci down.pngMvci lk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 38 +21 Capture
Venom places a puddle of symbiotic goo in front of him, acting as a trap. This trap will go off after about 6 seconds or whenever the opponent passes over an invisible vertical line starting from the puddle all the way to the top of the playable area, causing a mouth to jut out, snag the opponent, and drag them down to the ground, trapped, allowing ample time for a combo. Can easily be set-up mid-combo with a 6HP crumple, and a great part of Venom's neutral, forcing opponents to be careful approaching him, especially if they superjump (making them unable to visually keep track of the puddle anymore).
Venom Trap
Mvci down.pngMvci down.pngMvci hk.png

(can be charged)

Damage Guard Startup Active Recovery On Hit On Block Properties
700 Mid 39 +12 Capture
This version of the trap allows you to hold HK in order to push the puddle forward. It stops moving once it either reaches the opponent or goes as far as the screen shows. Otherwise identical to the LK version. You can only have one trap out at a time; attempting to make a new one deletes the old one.
Venom Glide
Mvci lk.pngMvci hk.png

(can be directed)

Damage Guard Startup Active Recovery On Hit On Block Properties
100 Mid 16/18 +6/+16 0/+6 Airok.png
Frame data is written as air/ground. Hit/block data is based on point-blank range, gets worse the farther you get from your opponent.

Another Spidey-inspired move, Venom shoots web in a direction you choose then zips across the screen. Can choose to go straight up, up-forward, or up-back if you start from the ground, and straight down, down-forward, and down-back in the air. This means you lack Spidey's ability with his equivalent move to go even further up once already airborne, but you also gain the ability to move in a non-diagonal direction in the air. Does extremely little hitstun and damage, is used moreso to move than to strike your opponent, especially from afar.

Hypers

Venom Web
Mvci qcf.pngMvci lp.pngMvci hp.png
Damage Guard Startup Active Recovery On Hit On Block Properties
3300 (19 hits) Mid 22 -23 Airok.png
Venom moves to the middle of the screen and engulfs it entirely in a giant web. Any opponent on this screen with Venom not blocking will get wrapped up before getting repeatedly struck by Venom. Note, that while this resembles a cutscene, it is not, meaning if some form of projectile or ranged attack (such as the Reality Storm HP flames) began before Venom captures his prey, it can still hit him and prematurely end this hyper. Can be used to punish random far away whiffs and openings. Despite its poor frame advantage on block, it can be a bit tricky to punish sometimes, and gets trickier the further Venom was from his opponent before he began it. At max distance, it generally requires either a very long range starter or a dash up before the opponent can begin punishing Venom.
Death Bite
Mvci qcf.pngMvci lk.pngMvci hk.png
Damage Guard Startup Active Recovery On Hit On Block Properties
200x21+500(3450) Mid 21 -37 ~ +13
Venom performs a larger, long-lasting, traveling version of Venom Rush. Drags the opponent away with it if there's space to do so, but in the corner it continues traveling off-screen, making this hyper extremely unsafe on block and dealing much less damage there; avoid using it without the appropriate space for it. Deals a bit more damage than Venom Web.
Venom Bash

Lvl 3
Mvci qcb.pngMvci lp.pngMvci hp.png

Damage Guard Startup Active Recovery On Hit On Block Properties
5300 (8 hits) Mid 20 -42
Venom performs a Venom Fang that triggers a cutscene upon contact. Travels about 3/4ths of the screen. Has invuln frames throughout its startup and active windows.

Hitboxes

Videos

Technology

Combos

Strategy

Partner Selection

Stone Selection

Power

Time

Reality

Soul

Space

Mind

Match ups

How to fight Venom

Top of Page

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Capcom Characters
Arthur
Chris
Chun-Li
Dante
Firebrand
Frank West
Haggar
Jedah
Monster Hunter
Morrigan
Nemesis
Ryu
Sigma
Spencer
Strider
X
Zero
Marvel Characters
Black Panther
Black Widow
Captain America
Captain Marvel
Doctor Strange
Dormammu
Gamora
Ghost Rider
Hawkeye
Hulk
Iron Man
Nova
Rocket Raccoon
Spider-Man
Thanos
Thor
Ultron
Venom
Winter Soldier