< Thrill Kill | Belladonna
(Created page with "{{#vardefine:primarycolor|rgb(210, 210, 210)}} {{#vardefine:secondarycolor|rgba(21, 21, 21, 0.3)}} {{Character Subnav TK|name=Belladonna}} ==The Basics== ==Practical Combos== ---- ==Max Damage Combos== ---- <div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> :'''{{TKin|i=qc|c=1}}{{TKin|i=4|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3+4|c=1|p=l}}{{TKin|i=2|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1...") |
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{{Character Subnav TK|name=Belladonna}} | {{Character Subnav TK|name=Belladonna}} | ||
==The Basics== | ==The Basics== | ||
---- | |||
Belladonna is a fantastic character to play if you're learning the fundamentals of ''Thrill Kill'' since she plays the main meta of the game fantastically. She has a great mix of safe and mixup strings, she has a very far dash for potent r-cancels, and she has a couple very useful special moves. | |||
*Her [[#Mid-Stage Juggles|bread and butter mid-stage juggle]] ends in a hard knockdown, setting your opponent up in the corner. | |||
*''Knee Thrust'' ({{TKin|i=f|c=1}}{{TKin|i=3}}) is your best launcher in neutral. It hits mid, and has 5<sup>f</sup> startup. | |||
*''Forward Cartwheel'' ({{TKin|i=hc|c=1}}{{TKin|i=3}}) is a very rare treat among special moves in that it's got very good advantage on block. When it is blocked, you can either: | |||
**...attack standing, and buffer a grab. | |||
**...attack low, and continue with the mixup string it starts (...{{TKin|i=3+4|c=1|p=l}}{{TKin|i=2|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}}) | |||
**...attack mid with a ''Knee Thrust'' ({{TKin|i=f|c=1}}{{TKin|i=3|p=h}}) or her crouch killer string ({{TKin|i=3|c=1|p=h}}{{TKin|i=2|c=1|p=l}}{{TKin|i=4|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}}). Either option attacks a crouching player defending against both of the above options, but it's also the riskiest option since a grab or a faster button will beat you (block advantage would be -5 if you include your opponent's crouching frames, which most jabs can beat). | |||
*Her only useful grab is her Side-Swap grab ({{TKin|i=1+4}}) which in contrast to her other two grabs is fantastic. Not only does it deal damage, it also sets up a juggle combo. It's great to use on an opponent you've stunned with a ''Ball Kick''. | |||
<br/> | |||
==Practical Combos== | ==Practical Combos== | ||
---- | ---- | ||
===Safe Strings=== | |||
---- | |||
Safe strings are combos that consist only of high and mid attacks so they can't be countered out of. They are only useful as a punish since they only need to be blocked at a single height. | |||
Belladonna has two very potent combos to counter-hit with: | |||
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> | |||
:{{TKin|i=2|c=1|p=h}}{{TKin|i=2|c=1}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} | |||
:[[File:Launch.png]] '''4 hits, 22 damage.''' | |||
:Safe juggle starter. Paired with her B&B juggle she can do 43 damage without the aid of wall. | |||
---- | |||
:{{TKin|i=1|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=4|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=3}} | |||
:'''5 hits, 35 damage.''' | |||
:For when you need to clutch a game out and want the hasty startup of Bella's jab. The ''Forward Cartwheel'' has very good advantage, even on block, so it's fine if you just end the combo with it. You can continue the string, however you'll present two counter opportunities for your opponent. | |||
</div> | |||
<br/> | |||
===Mixup Strings=== | |||
---- | |||
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> | |||
:{{TKin|i=3|c=1|p=h}}{{TKin|i=2|c=1|p=l}}{{TKin|i=4|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} | |||
:[[File:Launch.png]] '''5 hits, 25 damage.''' | |||
:Bella's amazing "Crouch Killer" string. It's a short but damaging mixup that leads in to a launcher. ''Quick Thrust'' is a great starter with 5<sup>f</sup> of startup and it hits mid. | |||
---- | |||
:{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=l}}{{TKin|i=2|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=2|c=1}}{{TKin|i=1+2+4}} ... {{TKin|i=3|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3}} | |||
:[[File:Knockdown.png]] '''7 hits, 28 damage.''' | |||
:Low starter with a potent ''Self Body Shock'' ender. Most hits are high, so this string won't attack crouching players. This string can deal 43 damage if you start it with {{TKin|i=1|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=l}}... | |||
</div> | |||
<br/> | |||
===Mid-Stage Juggles=== | |||
---- | |||
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> | |||
:'''...''' {{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=f|c=1}}{{TKin|i=3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=2}}''' | |||
:[[File:Hardknockdown.png]] '''5 hits, 21 damage.''' | |||
:Bread and butter mid-stage juggle. Extremely useful as it ends with a hard knockdown, sending your opponent to the corner. | |||
---- | |||
:'''...''' {{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2|c=1}}{{TKin|i=f|c=1}}{{TKin|i=3|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=2}} | |||
:[[File:Hardknockdown.png]] '''5 hits, 21 damage.''' | |||
:Identical damage to the above combo, but easier to convert off of lower height launchers like ''Knee Thrust''. | |||
</div> | |||
<br/> | |||
===Corner Juggles=== | |||
---- | |||
Because of its long recovery time, ''Rising Prod Spin'' actually has minus advantage on hit. However, nothing matches it damage in the corner. | |||
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> | |||
:'''...''' {{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=3|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=1}}/{{TKin|i=2}} | |||
:[[File:Knockdown.png]] '''9 hits, 55 damage.''' | |||
</div> | |||
<br/> | |||
==Max Damage Combos== | ==Max Damage Combos== | ||
---- | ---- | ||
<div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> | <div style="border:2px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;"> | ||
: | :{{TKin|i=qc|c=1}}{{TKin|i=4|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3+4|c=1|p=l}}{{TKin|i=2|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=4|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4}} '''...''' {{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=3|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=1}}/{{TKin|i=2}} | ||
:[[File:Knockdown.png]] '' | :[[File:Knockdown.png]] '''18 hits, 109 damage.''' | ||
:Corner combo that highlights the ludacris damage ''Forward Cartwheel'' and ''Rising Prod Spin'' do when they have bonus damage. You can do a much longer combo than this for 122 damage if you start with {{TKin|i=3|c=1|p=h}}{{TKin|i=2|c=1|p=l}}{{TKin|i=4|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=3+4|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=3}}... if you want to give your opponent more counter opportunities. | :Corner combo that highlights the ludacris damage ''Forward Cartwheel'' and ''Rising Prod Spin'' do when they have bonus damage. You can do a much longer combo than this for 122 damage if you start with {{TKin|i=3|c=1|p=h}}{{TKin|i=2|c=1|p=l}}{{TKin|i=4|c=1|p=h}}{{TKin|i=4|c=1}}{{TKin|i=3+4|c=1}}{{TKin|i=hc|c=1}}{{TKin|i=3}}... if you want to give your opponent more counter opportunities. | ||
</div> | </div> |
Latest revision as of 21:18, 9 May 2023
The Basics
Belladonna is a fantastic character to play if you're learning the fundamentals of Thrill Kill since she plays the main meta of the game fantastically. She has a great mix of safe and mixup strings, she has a very far dash for potent r-cancels, and she has a couple very useful special moves.
- Her bread and butter mid-stage juggle ends in a hard knockdown, setting your opponent up in the corner.
- Knee Thrust (
) is your best launcher in neutral. It hits mid, and has 5f startup.
- Forward Cartwheel (
) is a very rare treat among special moves in that it's got very good advantage on block. When it is blocked, you can either:
- ...attack standing, and buffer a grab.
- ...attack low, and continue with the mixup string it starts (...
)
- ...attack mid with a Knee Thrust (
) or her crouch killer string (
). Either option attacks a crouching player defending against both of the above options, but it's also the riskiest option since a grab or a faster button will beat you (block advantage would be -5 if you include your opponent's crouching frames, which most jabs can beat).
- Her only useful grab is her Side-Swap grab (
) which in contrast to her other two grabs is fantastic. Not only does it deal damage, it also sets up a juggle combo. It's great to use on an opponent you've stunned with a Ball Kick.
Practical Combos
Safe Strings
Safe strings are combos that consist only of high and mid attacks so they can't be countered out of. They are only useful as a punish since they only need to be blocked at a single height. Belladonna has two very potent combos to counter-hit with:
4 hits, 22 damage.
- Safe juggle starter. Paired with her B&B juggle she can do 43 damage without the aid of wall.
- 5 hits, 35 damage.
- For when you need to clutch a game out and want the hasty startup of Bella's jab. The Forward Cartwheel has very good advantage, even on block, so it's fine if you just end the combo with it. You can continue the string, however you'll present two counter opportunities for your opponent.
Mixup Strings
5 hits, 25 damage.
- Bella's amazing "Crouch Killer" string. It's a short but damaging mixup that leads in to a launcher. Quick Thrust is a great starter with 5f of startup and it hits mid.
Mid-Stage Juggles
- ...
...
...
5 hits, 21 damage.
- Bread and butter mid-stage juggle. Extremely useful as it ends with a hard knockdown, sending your opponent to the corner.
Corner Juggles
Because of its long recovery time, Rising Prod Spin actually has minus advantage on hit. However, nothing matches it damage in the corner.
Max Damage Combos