Red Venom
To sum it up: The Red Scare.
Background
Eddie Brock was once a reporter for the Daily Globe. Eddie wrote a series of major articles about the "Sin-Eater Murders." Unfortunately, the person who had confidentially confessed to those murders was lying. Soon, the authorities made Eddie reveal the identity of the alleged murder, which he did in an exclusive story. However, Peter Parker found out who the real murderer was; it was detective Stan Lane. Eddie was humiliated, and in order for the paper to maintain some modicum of credibilty, Eddie was fired. Needless to say, Eddie was extremely mad at Peter. Well, as fate would have it, Eddie was praying for forgiveness, due to thoughts of suicide, at Our Lady of Saints Church. Spiderman happened to be there, trying to shed the symbiote costume he had been using since the Secret Wars. Spiderman had figured the sound of the large church bell would force the symbiote to release itself from him. Well, for Peter the plan worked; the symbiote was detached from him, although Peter was the first one to give out. The symbiote found Eddie praying and soon attached itself to him, and thus began Eddie's career as Venom. For quite some time, Venom used his powers for evil, to fight Spiderman and exact his revenge. Later on, Eddie went on to help Spiderman fight Carnage. Eddie or Venom is currently an anti-hero, like Deadpool. He now dwells in San Francisco and serves as a protector of the innocent.
Moves:
- Venom Lunge D,DF,F +P
- Venom Rush D,DF,F+K
- Web Line F,DF,D,DB,B+P
- Diving Symbiate D, DF, F+P(in air)
- Air Dash 3P
Supers:
- Venom Web D,DF,F+3P
- Death Bite D,DF,F+3K
Combos
- Symbiate Dive, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, Super Jump(Jab, Short, Strong, Forward, Fierce)
- J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Roundhouse)
- J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, Super Jump(Jab, Short, Strong, Forward, Symbiate Dive)
- In Corner:J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce), C.Short(OTG), C.Strong, C.Fierce, Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner:J.Fierce, J.Roundhouse, S.Jab, S.Short, S.Strong, S.Forward, S.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce), C.Short(OTG), C.Strong, S.Roundhouse, Jump(Jab, Short, Strong, Forward, Fierce)
- In Corner: Venom Web, C.Short(OTG), C.Strong, C.Fierce, Jump(Jab, Short, strong, Forward, Fierce)
- In Corner: Venom Web, C.Short(OTG), C.Strong, S.Roundhouse, Jump(Jab, Short, Strong, Forward, Fierce)
- S.Short, S.Forward, C.Roundhouse, S.Short(OTG), S.Roundhouse, Jump(Jab, Short, Strong, Forward, Fierce)
- S.Short, S.Forward, C.Roundhouse, S.Short(OTG), S.Fierce, Super Jump(Jab, Short, Jab, Short, Strong, Forward, Fierce)
- Near Corner: C.Short, C.Strong, C.Fierce, Death Bite
- S.Jab, S.Short, S.Strong, S.Forward, Death Bite
- S.Jab, S.Roundhouse, Death Bite
- S.Jab, S.Short, C.Strong, C.Fierce, Venom Lunge
- S.Jab, S.Roundhouse, Venom Rush
Strategy/Comments
- DASH IN: S. Jab or C.Jab / Expect Strong Throw
Red Venom really has no need to dash as his walk and dash speed are equal. Most of his office is generated through other attacks however, if you get close using a Jab is your best bet. Usually when Red Venom gets close his Strong throw is used as it is not can not be teched. From there combos are usually started.
- JUMP IN: J.Roundhouse
Red Venom should not risk jumping in on his opponent.
- KEEP AWAY: C.Fierce
Red Venom can outprioritize just about any opponent 3/5 of the screen away from him. Move can be canceled into a Venom Lunge for additional damage or to push opponent furthur back.
- OPPONENT DASHES IN: C.Fierce
Move will nuetralize any dash, Fierce Punch or any other ground based attempt to get close, with almost no risk of being countered. if it connects move can be canceled into Venom Lunge.
- OPPONENT JUMPS IN: J. Roundhouse, C.Fierce, Venom Web
Horizontal Jump In: C.Fierce
Use this Before Opponent really gets off ground or for those jumpins with mostly horizontal range.
45 Degree Jump In: J. Roundhouse
Comes out with tremendous speed and will outprioritize jumping attacks. Use this once opponent gets into the air and for those jumpins with approximately equal vertical and horizontal range.
Over Head Jump In / 90 Degree Jumpin: Venom Web
Red Venom will almost always have his super meter charged up, so this should be the move of choice. Use against headstomps, etc. and OTG when in corner for additional damage. The Venom Web will move Red Venom to the center of the screen where he is out of reach from his opponent. The other advantage is he can cross his opponent up if they block the wrong way. A Fierce webline can also be used however it is not quite as effective, but if you don't have a meter of Super it should suffice. Of course, you can always walk to the other side of your opponent if you have the time.
- CLOSE COUNTER: Expect Strong Throw, S. Jab, or C.Jab
If Red Venom's defenses are broken chances are he will go for the Strong throw as your opponent gets within range. Jabs may also be seen, but should not be expected as often as they don't have the same prowress as his throw.
- MID AIR CONFRONTATION: SJ. Roundhouse
Stay on the Ground. Walk under opponent and go for a cross up.
- Notes:
- The Hyper Venom thrives due to the characteristics of three moves; C.Fierce, J.Roundhouse and his Strong throw.
- The C.Fierce has outstanding range (3/5 screen length) and priority. It comes out almost instantaneously and neutralizes almost every ground attack. Move suffers from almost non-existant recovery time and makes countering difficult.
- The J. Roundhouse comes out with little start up time and can stop 45 degree jump in attacks with ease. Use to stop jumpins before they reach you.
- The Strong Throw can not be teched. There is no primary tech and therefore no Secondary Safety tech. You must be aware of this, as players that know of this will look to use this throw every time you get remotely close to him.
- Hyper Venom has many combo characteristics that are most unfavorable to him, but favorable to his opponent. They are damage rate, character width, character height and OTG acceptance. To his disadvantage Hyper Venom has nearly identical comboability traits to Venom, but takes damage at a far greater rate.
- Hyper Venom takes hit worse than every other character in the game. Be aware of this as one combo has be seen to kill him many times.
- In terms of character width Hyper Venom does not get pushed back very easily from ground chains. Only Hulk and Orange Hulk get pushed back at a slower rate. This means your opponent can tack on extra hits that would not be possible to include against other characters. Based on the the fact that Red Venom takes damage so poorly, this reduces your margin for error to approximately zero.
- Only seven characters in the game can noticably take more jump in hits then Red Venom. These characters are Hulk, Orange Hulk, Zangief, Gambit, Captain America, Warmachine, and Captain Commando. Therefore once, the first hit connects Red Venom can be in for a long combo.
- Red Venom seems to lie on the ground for one of the longest time periods in the game. Some characters roll up at a reasonably fast rate, Red Venom take his time getting up if he does not roll. He expands over a considerable on the length making him, much easier to OTG than shorter characters. Red Venom upper body protudes off the ground, giving his opponent a big target to hit when they look to OTG on the way down after an air combo. So be sure to roll, when possible with him or else you may see his lifebar gone fast.
- When fighting Red Venom be aware that your opponent is looking to either push you into the corner through a series of J. Roundhouses and C.Fierces, or land a Strong Throw, so that they can nail you with of of his brain dead infinites. Venom Lunges may also be used to push you in. Of course, expect the complementary Venom Web for any mistake made. Avoid the corner and his throw at all costs. Use Gold Warmachine as a counter character.