A highly anticipated release at MugenMultiverse's 2016 birthday event, Agent Venom comes with a lot of Marvel vs. Capcom-esque mechanics you would expect from a lot of superhero M.U.G.E.N characters. While custom sprited, it suffers from a number of gameplay issues that makes it difficult to use.
Being a character inspired by Marvel Vs. Capcom, Agent Venom has Chain Comboing, a Super Jump, and a launcher (mapped to the crouching Ⓩ) to do aerial raves with. The problem with this launcher is that it has a very long startup, making it impossible to go from crouching Ⓧ -> crouching Ⓨ -> crouching Ⓩ. As for its other chains, the standing Ⓩ and Ⓒ are both -15 frames on hit; this, coupled with the fact that he can't chain any of his Normals into Specials (except for his arma), leaves him wide open to attack at the end of several combos. Another rough issue with his Normals is that he has no overheads or low attacks, meaning he has a lot of difficulty mixing up.
Being a fire-arm expert, Agent Venom has quite a few projectiles at his disposal. arma is very fast, while misil knocks down, hits harder (more than double the damage), and (whether through intentional design or an oversight in coding) gives Agent Venom complete invincibility. He also has a web ball style attack, known as capullo, that requires 500 Power to use. The web drains health, but doesn't trap the opponent for long. There is a bug with this move that has the web appear on the opponent if it were to miss, but it's purely graphical, as the opponent is free to move as it normally would. An interesting tidbit about the move is that it involves mashing the buttons, which is unusual for a projectile. He has some physical Specials as well, like the charge mordida, a move resembling Venom'sⓏ that is horribly unsafe on hit. An overall tidbit about the Hypers is that none of them have any variety depending on the button you press, for example the Ⓧmisil is the same as the Ⓨmisil.
He has an array of Hypers, but many of them are flawed. The gigante Hyper does the most damage out of all the level 1 (and level 2) Hypers (clocking in at 300 on an average character), but it has an incredibly long start up and can miss if it's too close to the foe. venomdance is what would normally be an ordinary Ryoko Ranbu autocombo, but not all of the hits combo during it. Balacera lets loose a hail of bullets that, for one reason or another, hits overhead. The lanzas Hyper, which unleashes an attack similar to one of Marrow's from Marvel vs. Capcom 2, does less damage than all of the other Hypers, but it has a wide range.
The A.I. is pretty fierce, getting close to the enemy and using Normals and Chuzos, an attack that is only available to the A.I. due to it having the same command as Arma. It zips around the battlefield, jumping and dashing, making itself a pesky target. Its Hyper of choice is balacera, although it will use lanzas from time to time.
Stats[]
Life
1000
Power
3000
Attack
100
Defence
100
Movelist[]
Hovering the mouse cursor over the Command Input icons will display text that refers to the inputs set in M.U.G.E.N's Key Config.
Icons encased in square brackets [ ] require the respective button(s) to be held down. Hovering the mouse cursor over the icon displays the hold duration if applicable.
Specials[]
Arma
Command Input
Properties
Misil
Command Input
Properties
Cabezas
Command Input
Properties
capullo
Command Input
Properties
Uses 500 Power
Chuzos
Command Input
Properties
Mordida
Command Input
Properties
[ ]
Hypers[]
balacera
Command Input
Properties
Uses 1000 Power
venomdance
Command Input
Properties
Uses 1000 Power
gigante
Command Input
Properties
Uses 1000 Power
lanzas
Command Input
Properties
Uses 1000 Power
Shining Gou Shock
Command Input
Properties
Ⓧ+Ⓐ or Ⓨ+Ⓑ or Ⓩ+Ⓒ
Uses 3000 Power
Palette Gallery[]
agent
blanco
Victory quotes[]
This character does not have any victory quotes, meaning it uses the screenpack's default.