VENOM

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Game: Marvel vs. Capcom 2: New Age of Heroes
Character: Venom
Version 1.4, 8/6/00
Created by Daniel "PhatDan81" Finch
Updates: 1.1, 1.2 Touched up a few things, added more combos
         1.3 Added more combos
         1.4 Revised the combos section, added more combos, thanks to 
             degenr869@hotmail.com and shoryuken.com
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CONTENTS

I.	Background
II.	Legend
III.	Regular Moves
IV.	Special Moves
V.	Supers
VI.	Combos
VII.	General Strategy
VIII.	Misc. Stuff
IX.	Legal Stuff
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I.	BACKGROUND
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Who is Venom?  Eddie Brock is Venom.  In the comics, he is known for 
having many abilities that are much like Spider-Man's--shooting out web 
lines, clinging onto walls, etc.  However Eddie tends to be much more 
aggressive than Spider-Man, in terms of both behavior and actions.  
Ever since he was embarrassed by Spider-Man, he has been on a quest to 
get revenge on him.

It all started when Eddie was doing news reports at the Daily Bugle 
about a series of murders.  He was asked to reveal who the murderer 
was, but the person who confessed was lying in order to protect the 
real murderer.  Peter (Spider-Man) found out who the real murderer was 
and published it in the newspaper company he works for, the Daily 
Globe, rival to the Daily Bugle.  Eddie got fired for this and was very 
embarrassed because of what had happened.  He also became very 
depressed.  

During this time, the Secret Wars were taking place.  After Spider-
Man's original costume was destroyed a new costume called a symbiote 
had bonded to him.  Spider-Man soon found out that it was an alien and 
it eventually had shed itself off of Spider-Man.  It had found Eddie, 
who was at a church.  Eddie had thoughts of suicide at the time, but 
after meeting the symbiote, he thought of a much better alternative to 
suicide, revenge.  They united and together had become Venom.

Recently, Venom has given up his attempt to kill Spider-Man and for a 
while, him and Spider-Man fought together.  Venom now serves as a 
protector of the innocent.

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II.	LEGEND
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ABBREVIATIONS

U     Up
D     Down
B     Backward
F     Forward
C     Crouching
S     Standing
J     Jump/Jumping
SJ    Super Jump/Jumping
P     Punch
K     Kick
AC    Air Combo
A     Assist
OTG   On The Ground; an attack being performed while the opponent is 
      lying down
THC   Team Hyper Combo
LP    Light Punch      Jab
MP    Medium Punch     Strong
HP    Heavy/Hard Punch Fierce
LK    Light Kick       Short
MK    Medium Kick      Forward
HK    Heavy/Hard Kick  Roundhouse

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UNIVERSAL COMMANDS

LP + LK     Calls in second partner
HP + HK     Calls in third partner
A1          Calls in second partner, who steps in and does an attack
A2          Calls in third partner, who steps in and does an attack
Snapback    D, DF, F + A, forces the opponent out if they get hit (one 
            HC level)
Variable Counter B, DB, D + A (while blocking); tags in partner, who 
            jumps in and performs a designated attack
Crossover Combination	Assist 1 + Assist 2

All three characters do one specific super (Hyper Combo) then the two 
secondary characters step out and do their supers (one to three 
levels; two levels causes only two players to come out while one level 
has just the primary character do his super).

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III.	REGULAR ATTACKS
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PUNCHES
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JAB

1.	Standing

A basic jab, it's used to start combos.

2.	Crouching

Same as the standing version, this is also used for starting combos.  
It's one of a few low LP's that hits low.

3.	Jumping

Same as the standing version, this is used only for starting air 
combos.

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STRONG

1.	Standing

This is Venom's launcher.  He does an open-handed uppercut.  It has 
decent range and it can now be comboed into off of any light attack on 
the ground.

2.	Crouching

Venom uses his tongue to hit his opponent.  It has decent range and 
combos into most special attacks or a Death Bite.

3.	Jumping

Same as the crouching version, this is used as an AC filler and 
sometimes to combo into an AC finisher.

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FIERCE

1.	Standing

The symbiote forms a giant fanged mouth, which thrusts forward and does 
a lunging bite.  It has very good range, but a slight startup and 
recovery delay.  Use it to punish mistakes from mid-range and to 
counter dash-ins.

2.	Crouching

Same as the standing version, except it has a little less range.  It 
basically has the same uses as the standing version

3.	Jumping

Venom extends his arm downward at a 45-degree angle and the symbiote 
forms fanged mouths on his arm, which are used to hit the opponent.  
This is used to finish AC's and is also his best jump-in attack.

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KICKS
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SHORT

1.	Standing

A basic kick to the shin, uses it to start combos.

2.	Crouching

Same as the standing version, use it to start combos.

3.	Jumping

Same as the standing version, use it as an AC filler and mostly for 
just that.

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FORWARD

1.	Standing

Fanged mouths appear from the lower part of his body, which hit the 
opponent.  It hits multiple times and combos into any special move or a 
Death Bite.

2.	Crouching

Venom crouches down very low and the symbiote forms a spike above his 
back and does a forward thrust.  It basically has the same uses as his 
C.Strong.

3.	Jumping

The symbiote forms spikes on both sides of Venom's body, which thrust 
outward.  This is an AC filler and is also used to combo into an AC 
finisher.

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ROUNDHOUSE

1.	Standing

The symbiote forms fanged mouths all over Venom's body, which are used 
to hit the opponent.  Use this in combos and as an anti-air attack.  It 
combos into any special move or a Death Bite.

2.	Crouching

The symbiote forms tentacles around the lower part of his body while 
crouching.  This is his knockdown attack--the range is pretty good and 
it combos into most special moves or a Death Bite.

3.	Jumping

Same as the standing version, this is used as an AC finisher.  It's 
also his best attack for aerial confrontations.  It's a decent jump-in, 
but I find J.Fierce to be a better choice.

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IV.	SPECIAL MOVES
======================================================================

A (*) means that the move can be done in the air.
A (H) means that the move can be cancelled into a super.
A (h) means that the move can be cancelled into a super only if it's 
blocked.

VENOM FANG (*) D, DF, F + P

Venom forms a mouth then leaps forward.  It does very good damage and 
is easy to combo into.  It has a quick recovery and it's a good anti-
air attack, anti-dash-in attack, AC finisher and is also good for 
aerial confrontations.  Just make sure that you don't land behind the 
opponent.  The fierce version is good for countering projectiles.  Also 
make sure that if the opponent is in the corner that the fierce version 
doesn't get blocked.  The stronger the punch button used, the farther 
Venom travels and the more damage it does.

VENOM RUSH (H) D, DF, F + K

The symbiote travels along the ground and when it reaches a certain 
point, it forms a bunch of fanged mouths that thrust upward and bite 
the opponent.  The stronger the kick, the farther away the mouths 
appear.  Don't throw this out at random.  If it's blocked or it misses, 
you will get punished severely.  Use it only in combos. 

WEB THROW (h) F, DF, D, DB, B + P

Venom shoots out a web line and if it connects, Venom slams the 
opponent around.  It does good damage and it combos off of a 
S.Roundhouse.  Use it only to surprise your opponent and to punish 
mistakes.  The punch button used determines which direction he shoots 
the web line.  The jab version makes him shoot the line straight ahead.  
The fierce version makes him shoot the line upward at about a 45-degree 
angle.  If the opponent is more than three-quarters of the screen away, 
the move won't connect.  Always make sure you throw out the right one.

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V.	SUPERS
======================================================================

VENOM WEB D, DF, F + 2P

Venom jumps to the center of the screen, doing a J.Forward motion.  He 
then secretes a giant web that covers the entire bottom half of the 
screen.  If it connects, the opponent will be stunned, webbed up in a 
cocoon.  Venom then performs an automated beat-down on the helpless 
opponent.  It does very good damage and in the corner, you can OTG 
afterwards.  The only way I know that you can combo into this (thanks 
to degenr869@hotmail.com and shoryuken.com) is to quickly cancel into 
it after the first hit from a Venom Rush connects.  Use this mostly for 
punishing mistakes and as a THC filler.  If it's blocked, you will get 
punished.

DEATH BITE D, DF, F + 2K

Venom does a super version of his Venom Rush, except the mouths travel 
along the ground all the way across the screen.  It's very easy to 
combo into and does good damage.  It combos off any medium attack or a 
S/C.Roundhouse.  It does decent block damage.  Always use this in 
combos, unless of course your opponent has almost nothing left on their 
life bar.  If it's blocked or it misses, you could get punished.

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VI.	COMBOS
======================================================================
----------------------------------------------------------------------
MAGIC SERIES
			
Ground            Light to Medium/Light to Heavy
Jumping           Light to Medium/Light to Heavy
Super Jumping     Zigzag
----------------------------------------------------------------------
Launcher          S.Strong/DF.Fierce
Knockdown         C.Roundhouse
Strikes           S.Fierce, C.Fierce 
Snapback          S.Fierce
AC Finishers      SJ.Fierce, SJ.Roundhouse, Fierce Venom Fang

Assists/Crossover Counter     _  Crossover Combination
  A  Jab Venom Fang            \
  B  Short Venom Rush          |-Death Bite
  C  S.Strong                 _/

----------------------------------------------------------------------
Venom may start combos with a dash or a jump-in.  J.Fierce may be 
replaced with J.Short, J.Roundhouse.  S.Jab may be replaced with 
S.Short and vice versa--they both may be replaced with C.Short or 
C.Jab.  C.Forward may be replaced with C.Strong.  C.Fierce may be 
replaced with S.Fierce.  When doing an air combo against a small 
character, skip the SJ.Strong—it will miss and screw up the entire air 
combo.

1.  S.Jab, jab Venom Fang
2.  C.Fierce, roundhouse Venom Rush
3.  J.Fierce, S.Short, S.Forward, jab Venom Fang
4.  S.Short, S.Forward, short Venom Rush
5.  J.Fierce, C.Short, C.Forward, jab Venom Fang
6.  C.Short, C.Forward, short Venom Rush
7.  J.Fierce, S.Jab, S.Roundhouse, fierce Venom Fang
8.  S.Jab, S.Roundhouse, short Venom Rush
9.  S.Jab, S.Roundhouse, jab Web Throw
10. Opponent Jumps In: S.Roundhouse, fierce Venom Fang
11. Opponent Jumps In: S.Roundhouse, roundhouse Venom Rush 
12. J.Fierce, C.Short, C.Roundhouse, jab Venom Fang(OTG)
13. C.Short, C.Roundhouse, short Venom Rush(OTG)
14. J.Fierce, S.Jab, S.Strong, SJ.(Jab, Short, Strong, Forward, [AC 
    Finisher])
15. S.Short, S.Forward, Death Bite
16. C.Short, C.Forward, Death Bite
17. S.Jab, S.Roundhouse, Death Bite
18. C.Short, C.Roundhouse, Death Bite(OTG)
19. S.Short, S.Forward, short Venom Rush, Death Bite
20. S.Jab, S.Roundhouse, short Venom Rush, Death Bite
21. C.Short, C.Roundhouse, short Venom Rush(OTG), Death Bite 
22. S.Short, S.Forward, short Venom Rush(1-Hit), Venom Web
23. S.Jab, S.Roundhouse, short Venom Rush(1-Hit), Venom Web
24. C.Short, C.Roundhouse, short Venom Rush(1-Hit, OTG), Venom Web

CORNER COMBOS

25. C.Fierce, jab Venom Fang
26. J.Short, J.Roundhouse, S.Jab, S.Strong, SJ.(Jab, Short, Strong, 
    Forward, Roundhouse), C.Fierce(OTG), roundhouse Venom Rush
27. S.Jab, S.Strong, SJ.(Jab, Short, Strong, Forward, Roundhouse), 
    S.Short(OTG), S.Roundhouse, JF.(Jab, Roundhouse, fierce Venom Fang)
28. Back to Corner: Web Throw, S.Short(OTG), S.Strong, SJ.(Jab, Short, 
    Strong, Forward, Roundhouse), C.Fierce(OTG), roundhouse Venom Rush
29. Back to Corner: S.Jab, S.Roundhouse, jab Web Throw, S.Short(OTG), 
    S.Strong, SJ.(Jab, Short, Strong, Forward, Roundhouse), 
    C.Fierce(OTG), roundhouse Venom Rush
30. Back to Corner: S.Jab, S.Roundhouse, jab Web Throw, S.Short(OTG), 
    S.Strong, SJ.(Jab, Short, Strong, Forward, Roundhouse), 
    S.Short(OTG), S.Roundhouse, JF.(Jab, Roundhouse, fierce Venom Fang)
31. Venom Web, C.Short(OTG), C.Forward, jab Venom Fang
32. Venom Web, C.Short(OTG), C.Roundhouse, jab Venom Fang
33. Venom Web, S.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Forward, 
    Roundhouse), C.Fierce(OTG), roundhouse Venom Rush
34. Venom Web, S.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Forward, 
    Roundhouse), S.Short(OTG), S.Roundhouse, JF.(Jab, Roundhouse, 
    fierce Venom Fang)
35. J.Short, J.Roundhouse, S.Jab, S.Roundhouse, short Venom 
    Rush(1-Hit), Venom Web, S.Short(OTG), S.Strong, SJ.(Jab, Short, 
    Strong, Forward, Roundhouse), C.Fierce(OTG), roundhouse Venom Rush
36. S.Jab, S.Roundhouse, short Venom Rush(1-Hit), Venom Web, 
    S.Short(OTG), S.Strong, SJ.(Jab, Short, Strong, Forward, 
    Roundhouse), S.Short(OTG), S.Roundhouse, JF.(Jab, Roundhouse, 
    fierce Venom Fang)



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COMBO TREE

Thanks to 3pwood (mayfield_john@hotmail.com) for this concept.  This is 
basically a chart of what attacks you can do after a certain attack.  
It does not list every possibility, but it's mainly to give you an idea 
of how to combo with Venom.

    Venom Web              J.Fierce, J.Roundhouse
        |                            |
        |                            |
   (in corner)            -------------------------
     C.Short             |           |             |
        |                |           |             |
        |          S.Jab/S.Short C.Fierce       C.Short
   C.Forward,            |           |             |
  C.Roundhouse           |           |             |
        |                |      (in corner)        |
        |                |          jab            |
       jab               |       Venom Fang        |
   Venom Fang  ----------------------              |
              |          |           |             |
              |          |           |             |
         S.Strong    S.Forward  S.Roundhouse       | 
              |          |    _______|             |
              |          |   |  |    |             |
           SJ.Jab      short V  |Venom Fang,       |
          SJ.Short --Venom Rush,|   jab            |
              |   |     jab     |Web Throw         |
              |   |  Venom Fang,|                  |
              |   |             |             _____|
              |    -------->Death Bite       |
       ----------------                      |
      |                |              -----------------
      |                |             |                 |
  SJ.Strong   (small character)  C.Strong/             |
 SJ.Forward       SJ.Forward    C.Forward        C.Roundhouse
[AC Finisher]    [AC Finisher]       |                 |
                                     |                 |
                                      ----------------- 
                                             |
                                             |
                                      --------------
                                     |              |
                                     |              |
                                    jab       ->Death Bite
                                Venom Fang,  |
                                   short     |
                                Venom Rush,--

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TEAM HYPER COMBOS

1: 1st partner's super, 2: 2nd partner's super, 3: 3rd patner's super

Venom Web is Venom's best super for THC's.  It can be used as a starter 
filler or ender for THC's.  Death Bite is used as a THC ender.  IF you 
find any possibilities as far as THC's go and it's not listed here, e-
mail me and I'll put it up—I'll give you credit for it as well.  Keep 
in that these do not list every possibility, but they're just to give 
you an idea of what types of supers to use, according to how the THC is 
set up.

A.  1. (Venom) Venom Web (opponent on ground) 2. ANY SUPER except Time 
    Flip 3. Third partner's super 

B.  1. (Venom) Venom Web (opponent in air) 2. Any vertical super, 
    Captain Sword, Royal Flush, Cajun Explosion, Super Optic Blast,  
    Shinkuu-Hadouken (Sakura's version) or Omega Destroyer 3. Third 
    partner's super

C.  1. Any beam super, any rushing super, any dragon punch super, Gamma 
    Quake, Gamma Crush, Blodia Punch, Blodia Vulcan, Captain Sword, 
    Weapon X, Fatal Claw, Shippu-Jinrai Kyaku, Shinkuu-Tatsumaki Senpuu 
    Kyaku, Kikou-Shou, Omega Destroyer, etc. 2. (Venom) Venom Web 3. 
    ANY SUPER except Time Flip

D.  1. First partner's super 2. Any beam super, any rushing super, any 
    dragon punch super, Gamma Quake, Gamma Crush, Blodia Punch, Blodia 
    Vulcan, Captain Sword, Weapon X, Fatal Claw, Shippu-Jinrai Kyaku, 
    Shinkuu-Tatsumaki Senpuu Kyaku, Kikou-Shou, Omega Destroyer, etc. 
    3. (Venom) Venom Web

E.  1. First partner's super 2. Any rushing super, any dragon punch 
    super, Weapon X, Fatal Claw, Midare Zakura, Blodia Vulcan, Gamma 
    Quake, Gamma Crush, Crossfire Blitz (Charlie's version), Final 
    Justice, Final Atomic Buster, Kikou-Shou or Shinkuu-Tatsumaki 
    Senpuu Kyaku; if close or in corner: any beam super, Captain Sword, 
    Blodia Punch or Omega Destroyer

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VII.	GENERAL STRATEGY
======================================================================

Venom is a defensive/counter-attacker character.  He plays best near 
his opponent.  Getting to your opponent is very easy for Venom.  Simply 
use his dash, air dash or Venom Fang.

When playing close, mix up your jump-in attacks, high and low attacks, 
launcher attack, jab Venom Fangs and ocassionally throw out a Web Throw 
to surprise your opponent.  If a launcher attack or heavy attack gets 
blocked, cancel into a jab Venom Fang to be safe.

At a distance, use Web Throw to surprise your opponent.  Make sure you 
use the right one.  If they throw out a projectile, punish with fierce 
Venom Fang or Venom Web.

For some reason I can't imagine, Capcom has made it a little more 
difficult to air combo with Venom.  You can no longer pull off 12-hit, 
high-damaging air combo anymore.  You'll be lucky enough to pull of a 
strong punch then do a forward kick.  But I guess his improved ability 
to do ground combos sort of makes up for it.  The best way to get all 
the hits in is to dial through the buttons at a slow pace--if you dial 
too fast, the strong punch probably won't hit.  Against small 
characters, you should skip the strong punch after the short kick, and 
just do a forward kick, followed by an air combo finisher.

Use S.Roundhouse or fierce Venom Fang to counter jump-ins.  If an 
opponent jumps in and Venom connects a S.Roundhouse, cancel into a 
fierce Venom Fang or a roundhouse Venom Rush.  You can also use a 
fierce Web Throw to tag a jumping opponent, but you must be able to 
anticipate the jump and you also must throw it out at the right time.  
Make sure you don't throw out a fierce Web Throw too early--your 
opponent could anticipate it and punish you severely.

Use S.Fierce, S.Roundhouse or jab Venom Fang to counter dash-ins.  Also 
use S.Fierce to punish opponents from mid-range.  If you throw out a 
S.Fierce and it gets jumped over, cancel into a fierce Venom Fang to 
avoid punishment.  Use J/SJ.Roundhouse or air fierce Venom Fang for 
aerial confrontations.

Venom's dash is very effective.  He travels quickly along the ground on 
all fours.  He can go under most projectiles and it's good for getting 
close to your opponent and starting combos.

Both of Venom's supers are very effective.  Neither one of them are 
meant to be thrown out at random.  Venom Web is used strictly for 
punishing mistakes and to counter projectiles—It does most damage of 
both of his supers.  If you detect a projectile about to thrown out or 
your opponent just screwed up, do a Venom Web immediately.  If it 
connects in the corner, you can OTG afterwards.  It will cancel off of 
a Venom Rush, but you must be very quick about it.  As soon as you se 
the first hit from the Venom Rush connect, cancel immediately into a 
Venom Web.

Death Bite is used only in combos or for an opponent that is nearly 
dead.  It combos nicely off of any medium attack or a S.Roundhouse.  It 
can also be cancelled into off of a short Venom Rush.  Always make sure 
that it connects--you'll be left open if it's blocked or super jumped 
over.

Although many beginners like to use him, he is anything but a 
beginner's character.  It is going to take a while to learn how to use 
him.  You won't win with Venom by simply mashing buttons.  It takes 
skill, patience and planning to win with him.

Any of Venom's assist are good assist attacks.  Assist A is a more all-
purpose assist.  It's good for countering dash-ins, jump-ins or for 
punishing mistakes.  It's also good for offensive pressure and for 
helping your primary character out of corner pressure.  If it gets 
blocked and your opponent tries to attack Venom, dash up to your 
opponent and punish them.

Assist B is more of a surprise attack.  It's also good for confusing 
your opponent.  While they're blocking it, dash up to your opponent and 
start mixing up your attacks or throw them.  It's also good for setting 
your primary character up for attack.  Venom is usually safe while he's 
doing this attack.

Assist C is mostly for offensive pressure, anti-air and for helping 
your partner out of corner pressure.  If it connects, your primary 
character can either do a super or super jump afterwards, then do an 
air combo.

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VIII.	MISC. STUFF
======================================================================
----------------------------------------------------------------------
ADVANTAGES AND DISADVANTAGES

ADVANTAGES

1.	Good range
2.	High priority dash
3.	Decent speed
4.	High-damaging special moves
5.	High-damaging supers
6.	Good-damaging air combos
7.	Improved combinability
8.	Plays very well defensively
9.	Good anti-keep-away character
10.	Good stamina
11.	Air dash

DISADVANTAGES

1.	Recovery delays on some of his regular attacks
2.	Recovery delays on some of his special attacks
3.	Recovery delays on both of his supers
4.	Does not play very well from a distance
5.	Not for beginners

----------------------------------------------------------------------
SPECIAL FEATURES

Venom's dash allows him to travel under some projectiles and some 
attacks.  Venom has an air dash as well.  He shoots out a Web upward to 
a point off-screen, then swings across the screen.  It's useful for 
getting out of a tough situation and to avoid beam supers.  It can be 
cancelled by doing any attack. 

----------------------------------------------------------------------
Any comments, questions or suggestions?  E-mail me at dan@finch.com.
----------------------------------------------------------------------
ACKNOWLEDGEMENTS

3pwood (mayfield_john@hotmail.com) for the combo tree concept

======================================================================
IX.	LEGAL STUFF
======================================================================

This FAQ is copyright (C) 2000 by Daniel Finch.  No part of this FAQ 
may be reproduced or redistributed in any way, shape or form.  It 
cannot be displayed publicly or on the Internet in its original, 
unedited, unaltered format.  It may not be used in any publications 
whatsoever.  Any commercial, Internet or any other public use of this 
document is prohibited without written permission from the author, 
Daniel Finch.  Any type of profit from this FAQ is also prohibited as 
well as any promotional use of this FAQ.  Venom and Spider-Man are 
registered trademarks of Marvel Comics.  Sakura and Marvel vs. Capcom 
2: New Age of Heroes are registered trademarks of Capcom.