Thrill Kill/The Imp: Difference between revisions

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{{#vardefine:primarycolor|rgba(214, 27, 34, 1)}}
{{#vardefine:secondarycolor|rgba(60, 4, 13, 1)}}
{{Infobox-Character-TK
{{Infobox-Character-TK
|name=The Imp
|name=The Imp
Line 8: Line 10:
===Move List===
===Move List===
====={{TKin|i=1}} Front Punch=====
====={{TKin|i=1}} Front Punch=====
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-1.gif
|image=
|caption=  
|caption=  
|name=Tiny Jab
|name=Tiny Jab
Line 27: Line 30:
  |description=Average range, but everything else about this jab is fantastic. A great counter-hit button with its awesome speed and active frames, and {{TKin|i=1|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1}} deals 35 and ends with a hard knockdown.}}
  |description=Average range, but everything else about this jab is fantastic. A great counter-hit button with its awesome speed and active frames, and {{TKin|i=1|c=1|p=h}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1}} deals 35 and ends with a hard knockdown.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-f1.gif
|image=
|caption=  
|caption=  
|name=Chest Jab
|name=Chest Jab
Line 47: Line 51:
  |description=Worse strartup but better range and advantage than ''Tiny Jab''.}}
  |description=Worse strartup but better range and advantage than ''Tiny Jab''.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-bf1.gif
|image=
|caption=  
|caption=  
|name=Gut Punch
|name=Gut Punch
Line 67: Line 72:
  |description=Mostly used in juggles since it strings to ''Lil Uppercut From Crouch'', its garbage range and it hitting high makes it bad for anything else.}}
  |description=Mostly used in juggles since it strings to ''Lil Uppercut From Crouch'', its garbage range and it hitting high makes it bad for anything else.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-qc1.gif
|image=
|caption=  
|caption=  
|name=Changed Punch
|name=Changed Punch
Line 87: Line 93:
  |description=A great combo ender, but it takes 90 years to come out when you use it on its own.}}
  |description=A great combo ender, but it takes 90 years to come out when you use it on its own.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-l21.gif
|image=
|caption=  
|caption=  
|name=Crouch Jab
|name=Crouch Jab
Line 107: Line 114:
  |description=Good range for a crouch jab, and it links to ''Chest Jab'' for good damage off of a low > high string starter.}}
  |description=Good range for a crouch jab, and it links to ''Chest Jab'' for good damage off of a low > high string starter.}}
}}
}}
</div>
<br/>
<br/>
====={{TKin|i=2}} Back Punch=====
====={{TKin|i=2}} Back Punch=====
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-2.gif
|image=
|caption=  
|caption=  
|name=Lil Push
|name=Lil Push
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  |description=''Tiny Jab'' and ''Chest Jab'' both can do whatever this button can with better overall frame data, so there's no real reason to use this button to start combos.}}
  |description=''Tiny Jab'' and ''Chest Jab'' both can do whatever this button can with better overall frame data, so there's no real reason to use this button to start combos.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-f2.gif
|image=
|caption=  
|caption=  
|name=Hopping Hammer
|name=Hopping Hammer
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  |description=A knockdown move with low range, but fair advantage. Doesn't lead to much damage, so you have better options available.}}
  |description=A knockdown move with low range, but fair advantage. Doesn't lead to much damage, so you have better options available.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-bf2.gif
|image=
|caption=  
|caption=  
|name=Ear Slapper
|name=Ear Slapper
Line 169: Line 179:
  |description=Good travel, but it lacks the good startup and active frames Imp's other high attacks possess.}}
  |description=Good travel, but it lacks the good startup and active frames Imp's other high attacks possess.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-qc2.gif
|image=
|caption=Shorty-uken!
|caption=Shorty-uken!
|name=Mighty Tiny Uppercut
|name=Mighty Tiny Uppercut
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  |description=A launcher that for the most part is overshadowed by ''Back Flip Kick''. It deals more damage and has more range, but lacks any opportunity for follow up hits.}}
  |description=A launcher that for the most part is overshadowed by ''Back Flip Kick''. It deals more damage and has more range, but lacks any opportunity for follow up hits.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-l22.gif
|image=
|caption=  
|caption=  
|name=Lil Uppercut From Crouch
|name=Lil Uppercut From Crouch
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  |description=An important combo piece since it can be linked into a number of other moves, however its unreliable hitbox can make it a disaster to use by itself.}}
  |description=An important combo piece since it can be linked into a number of other moves, however its unreliable hitbox can make it a disaster to use by itself.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-hc2.gif
|image=
|caption=  
|caption=  
|name=Lost Balance
|name=Lost Balance
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  |description=At first this move seems like a meme, but it's actually one of Imp's most important combo pieces. Imp's leg hitboxes are active during the entire animation, It's important to note that if an opponent gets hit by the move, that player cannot get hit again for the duration of the animation and can treat Imp as if he's just standing there.}}
  |description=At first this move seems like a meme, but it's actually one of Imp's most important combo pieces. Imp's leg hitboxes are active during the entire animation, It's important to note that if an opponent gets hit by the move, that player cannot get hit again for the duration of the animation and can treat Imp as if he's just standing there.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-ff2.gif
|image=
|caption=  
|caption=  
|name=Running Head Butt
|name=Running Head Butt
Line 242: Line 256:
  |active=6
  |active=6
  |recovery=24
  |recovery=24
|advantage=-23 / +19
  |damage=10
  |damage=10
  |range=9.5
  |range=9.5
  |property=[[File:Hardknockdown.png]]
  |property=[[File:Hardknockdown.png]]
  |stance=
  |stance=
  |description=A good move to get crouchers to cut it out, although note it has much less range against crouching players since most of the attack's hitbox is Imp's upper body.}}
  |description=Not a great move. Because Imp's body is the hitbox, it tends to whiff against crouching opponents and is rather unreliable in general.}}
}}
}}
</div>
<br/>
<br/>
====={{TKin|i=3}} Front Kick=====
====={{TKin|i=3}} Front Kick=====
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-3.gif
|image=
|caption=  
|caption=  
|name=Thrust Kick
|name=Thrust Kick
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  |description=Excellent range and has great high-attacking combo strings, but its frame data makes it terrible for pressuring crouching opponents.}}
  |description=Excellent range and has great high-attacking combo strings, but its frame data makes it terrible for pressuring crouching opponents.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-f3.gif
|image=
|caption=  
|caption=  
|name=Rising Knee
|name=Rising Knee
Line 290: Line 307:
  |description=Really bad range and frame data. Avoid using.}}
  |description=Really bad range and frame data. Avoid using.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-bf3.gif
|image=
|caption=  
|caption=  
|name=Stilt Stun
|name=Stilt Stun
Line 310: Line 328:
  |description=Bit too slow of a startup to use as a counter hitting move, but its good range and ability to string to a ''Rising Knee'' juggle can nab a reward worth the risk.}}
  |description=Bit too slow of a startup to use as a counter hitting move, but its good range and ability to string to a ''Rising Knee'' juggle can nab a reward worth the risk.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-qc3.gif
|image=
|caption=  
|caption=  
|name=
|name=
Line 330: Line 349:
  |description=Good launcher with lots of invulnerability on the leg hurtboxes.}}
  |description=Good launcher with lots of invulnerability on the leg hurtboxes.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-l23.gif
|image=
|caption=  
|caption=  
|name=Crouch Kick
|name=Crouch Kick
Line 350: Line 370:
  |description=Great low poke with good range and excellent frames.}}
  |description=Great low poke with good range and excellent frames.}}
}}
}}
</div>
<br/>
<br/>
====={{TKin|i=4}} Back Kick=====
====={{TKin|i=4}} Back Kick=====
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-4.gif
|image=
|caption=  
|caption=  
|name=Stilt Spin Kick
|name=Stilt Spin Kick
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  |property=
  |property=
  |stance=
  |stance=
  |description=A good counter-hit button since the ''Back Flip Kick'' in {{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4}} has much better startup than linking to it manually does, leading to good juggle damage.}}
  |description=8<sup>f</sup> is quite a bit of startup, but if you're able to counter-hit with this button the ''Back Flip Kick'' it strings into with {{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4}} has much better startup than linking to it manually does, leading to good juggle damage.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-f4.gif
|image=
|caption=  
|caption=  
|name=Stilt Roundhouse
|name=Stilt Roundhouse
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  |description=Your go-to mixup string starter. Fast startup and amazing damage potential with juggles off of {{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=l2+4|c=1|p=l}}{{TKin|i=qc|c=1}}{{TKin|i=3|p=h}}.}}
  |description=Your go-to mixup string starter. Fast startup and amazing damage potential with juggles off of {{TKin|i=f|c=1}}{{TKin|i=4|c=1|p=h}}{{TKin|i=l2+4|c=1|p=l}}{{TKin|i=qc|c=1}}{{TKin|i=3|p=h}}.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-bf4.gif
|image=
|caption=  
|caption=  
|name=Body Drop Kick
|name=Body Drop Kick
Line 412: Line 435:
  |description=Can be a little tricky to punish since you land grounded, but it's mostly a gimmicky combo ender.}}
  |description=Can be a little tricky to punish since you land grounded, but it's mostly a gimmicky combo ender.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-qc4.gif
|image=
|caption=  
|caption=  
|name=Forward Flip Kick
|name=Forward Flip Kick
Line 432: Line 456:
  |description=Really slow, but really long range. It can be a little tricky for your opponent to deal with its chord input string as it's a very fast mixup. Mostly used in strings.}}
  |description=Really slow, but really long range. It can be a little tricky for your opponent to deal with its chord input string as it's a very fast mixup. Mostly used in strings.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-l24.gif
|image=
|caption=  
|caption=  
|name=Spinning Crouch Sweep
|name=Spinning Crouch Sweep
Line 452: Line 477:
  |description=Very important in combos, but never use this move on its own.}}
  |description=Very important in combos, but never use this move on its own.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-qc4.gif
|image=
|caption=  
|caption=  
|name=Pommel Horse
|name=Pommel Horse
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  |description=Can be incredibly annoying for your opponent to deal with since you can low profile moves with it, and it lasts forever with its leg invulnerability, however all your opponent needs to do is wait to get a free punish combo against you.}}
  |description=Can be incredibly annoying for your opponent to deal with since you can low profile moves with it, and it lasts forever with its leg invulnerability, however all your opponent needs to do is wait to get a free punish combo against you.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=TK-Imp-ff4.gif
|image=
|caption=  
|caption=  
|name=Running Slide
|name=Running Slide
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  |property=[[File:Knockdown.png]]
  |property=[[File:Knockdown.png]]
  |stance=Grounded
  |stance=Grounded
  |description=Hard to punish with you ending in a grounded state, but other than that it's an average sprint attack.}}
  |description=Because of the angle you dive at, you can hail marry this sprint attack into your opponent most of the time come out alright since its hard to punish. Because it ends in a grounded state, the risk is much less than a regular dash attack that can be blocked and punished for a full combo.}}
}}
}}
</div>
<br/>
<br/>
=====Grabs / Misc Moves=====
=====Grabs / Misc Moves=====
Imp's whiffed grab animation is 18<sup>f</sup> long.
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=
|image=
|caption=  
|caption=
|name=
|name=Stilt To The Head
|linkname=
|linkname=
|input={{TKin|i=1+3}}
|input={{TKin|i=1+3}}
|data=
|data=
  {{AttackData-TK
  {{AttackData-TK
  |hit=[[File:.png]]
  |hit=[[File:High.png]]
  |startup=
  |startup=0
  |active=
  |active=
  |recovery=
  |recovery=68
  |advantage=
  |advantage=+17
  |damage=
  |damage=16
  |range=
  |range=0.8
  |property=
  |property=[[File:Hardknockdown.png]]
  |stance=
  |stance=
  |description=Description needed.}}
  |description=On the lower end damage as far as grabs go. Very good in free-for-alls since the kick has quite a large hitbox.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=
|image=
|caption=  
|caption=  
|name=
|name=Body Whip
|linkname=
|linkname=
|input={{TKin|i=2+4}}
|input={{TKin|i=2+4}}
|data=
|data=
  {{AttackData-TK
  {{AttackData-TK
  |hit=[[File:.png]]
  |hit=[[File:High.png]]
  |startup=
  |startup=0
|active=
|recovery=87
|advantage=+24
|damage=18
|range=0.8
|property=[[File:Knockdown.png]]
|stance=
|description=Since your opponent needs to turn over before they can perform a grounded action, this throw has crazy good advantage.}}
}}
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
|image=
|caption=
|name=Knee To The Head
|linkname=
|input={{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1+3}}
|data=
{{AttackData-TK
|hit=[[File:High.png]]
|startup=0
  |active=
  |active=
  |recovery=
  |recovery=35
  |advantage=
  |advantage=+23
  |damage=
  |damage=20
  |range=
  |range=0.8
  |property=
  |property=[[File:Hardknockdown.png]]
  |stance=
  |stance=
  |description=Description needed.}}
  |description=Your go-to grab if you have the presence of mind to input it. Great damage, and you can string ''Back Flip Kick'' off of it to start juggles in the corner for massive damage.}}
}}
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
|image=
|caption=
|name=Stilt And Spin
|linkname=
|input={{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=2+4}}
|data=
{{AttackData-TK
|hit=[[File:High.png]]
|startup=0
|active=
|recovery=35
|advantage=+26
|damage=19
|range=0.8
|property=[[File:Hardknockdown.png]]
|stance=Grounded
|description=A grab that gets lost in the shuffle Imp's other grabs  being too awkward to input for not as much reward as ''Knee To The Head'' offers.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=
|image=
|caption=  
|caption=  
|name=
|name=Riding On Papa
|linkname=
|linkname=
|input={{TKin|i=1+3}}
|input={{TKin|i=qc|c=1}}{{TKin|i=1+3}}
|data=
|data=
  {{AttackData-TK
  {{AttackData-TK
  |hit=[[File:.png]]
|version=Grab
  |hit=[[File:High.png]]
|startup=25
|active=
|recovery=
|advantage=
|damage=
|range=0.8
|property=
|stance=It's ridin' time!
|description=}}
{{AttackData-TK
|header=no
|version={{TKin|i=1}} Ear Slapper
|hit=
|startup=8
|active=1
|recovery=16
|advantage=
|damage=7
|range=
|property=
|stance=
|description=}}
{{AttackData-TK
|header=no
|version={{TKin|i=2}} Head Pound
|hit=
|startup=8
|active=1
|recovery=16
|advantage=
|damage=10
|range=
|property=
|stance=
|description=}}
{{AttackData-TK
|header=no
|version={{TKin|i=3}}/{{TKin|i=4}} Dismount
|hit=
  |startup=
  |startup=
  |active=
  |active=
  |recovery=
  |recovery=35
  |advantage=
  |advantage=
  |damage=
  |damage=
Line 552: Line 665:
  |property=
  |property=
  |stance=
  |stance=
  |description=Description needed.}}
  |description=Imp piggybacks on his opponent and begins wailing on them. You can "Daddy Lock" your opponent by buffering this grab during another attack, and after Imp attempts to mount them, they'll turn into a writhing pile of spaghetti. Your opponent cannot block in this state, and they'll eventually phase through the floor. Because Thrill Kill doesn't have a round timer, the only thing you can do is quit the match and restart. Using this glitch is objectively funny, but won't make you any friends if you use this against them online and you'll likely stop receiving game invites.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=
|image=
|caption=  
|caption=  
|name=
|name=Swap Places
|linkname=
|linkname=
|input={{TKin|i=1+4}}
|input={{TKin|i=1+4}}
|data=
|data=
  {{AttackData-TK
  {{AttackData-TK
  |hit=[[File:.png]]
  |hit=[[File:High.png]]
  |startup=
  |startup=0
  |active=
  |active=
  |recovery=
  |recovery=34
  |advantage=
  |advantage=+10
  |damage=
  |damage=
  |range=
  |range=0.8
  |property=
  |property=[[File:Dzzy.png]]
  |stance=
  |stance=
  |description=Description needed.}}
  |description=One of the funnier swap grapple animations.}}
}}
}}
----
</div>
<div style="border:1px groove {{#var:primarycolor}}; background-color:{{#var:secondarycolor}}; padding:5px;">
{{MoveData
{{MoveData
|image=
|image=
|caption=  
|caption=  
|name=
|name=1 2 Little Punches
|linkname=
|linkname=
|input={{TKin|i=2+3}}
|input={{TKin|i=2+3}}
|data=
|data=
  {{AttackData-TK
  {{AttackData-TK
  |hit=[[File:.png]]
  |hit=[[File:High.png]]
  |startup=
  |startup=27
  |active=
  |active=4
  |recovery=
  |recovery=21
  |advantage=
  |advantage=-22 / -6
  |damage=
  |damage=5
  |range=
  |range=1.7
  |property=
  |property=[[File:Hardknockdown.png]]
  |stance=
  |stance=
  |description=Description needed.}}
  |description=That little punch packs quite a, er, punch.}}
}}
}}
</div>
----
==Thrill Kills==
Thrill Kill 1 - No Inputs</br>
Thrill Kill 2 - {{TKin|i=1}} + {{TKin|i=d}}</br>
Thrill Kill 3 - {{TKin|i=2}} + {{TKin|i=3}} + {{TKin|i=f}}</br>
Combo Kill - {{TKin|i=1}} + {{TKin|i=3}} + '''L1''' + {{TKin|i=b}}</br>
Dance - {{TKin|i=1}} + {{TKin|i=2}} + {{TKin|i=3}} + {{TKin|i=4}} + {{TKin|i=d}}</br>
</br>
{{NavboxTK}}
{{NavboxTK}}
[[Category:Thrill Kill]]
[[Category:Thrill Kill]]
[[Category:The Imp]]
[[Category:The Imp]]

Latest revision as of 14:16, 11 November 2023


The Imp
TK TheImp Ingame.png
Hitbox Diameter 4.0u⌀ (Tiny)
Movement Speed 5.5u/s (5th slowest)
Dash Distance 9.4u (4th worst)

Move List

Square Front Punch
Tiny Jab
Square
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 4f 3f 11f -6 / +1 - 2.1u - -


Average range, but everything else about this jab is fantastic. A great counter-hit button with its awesome speed and active frames, and Square (High counterable)TK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngSquareTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare deals 35 and ends with a hard knockdown.

Chest Jab
ForwardTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 7f 2f 9f -4 / +4 3 2.5u - -


Worse strartup but better range and advantage than Tiny Jab.

Gut Punch
BackTK-input-comma.pngForwardTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 7f 2f 17f -12 / +43 (+1) 8 1.3u Dzzy.png -


Mostly used in juggles since it strings to Lil Uppercut From Crouch, its garbage range and it hitting high makes it bad for anything else.

Changed Punch
Quarter CircleTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 22f 2f 17f -12 / +19 6 2.4u Hardknockdown.png -


A great combo ender, but it takes 90 years to come out when you use it on its own.

Crouch Jab
L2PlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 7f 2f 9f -4 / +3 4 2.5u - -


Good range for a crouch jab, and it links to Chest Jab for good damage off of a low > high string starter.


Triangle Back Punch
Lil Push
Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 8f 4f 11f -8 / -1 4 2.0u - -


Tiny Jab and Chest Jab both can do whatever this button can with better overall frame data, so there's no real reason to use this button to start combos.

Hopping Hammer
ForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 1f 11f -5 / +3 8 1.8u Knockdown.png -


A knockdown move with low range, but fair advantage. Doesn't lead to much damage, so you have better options available.

Ear Slapper
BackTK-input-comma.pngForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 11f 1f 17f -11 / 0 4 3.2u - -


Good travel, but it lacks the good startup and active frames Imp's other high attacks possess.

Mighty Tiny Uppercut
Quarter CircleTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 8f 4f 23f -20 / +17 8 4.9u Launch.png -


A launcher that for the most part is overshadowed by Back Flip Kick. It deals more damage and has more range, but lacks any opportunity for follow up hits.

Lil Uppercut From Crouch
L2PlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 2f 17f -12 / +21 5 3.8u Launch.png -


An important combo piece since it can be linked into a number of other moves, however its unreliable hitbox can make it a disaster to use by itself.

Lost Balance
Half CircleTK-input-comma.pngSquare/Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 4f 82f 15f -90 / -83 6 2.1f ~ 2.5u - -


At first this move seems like a meme, but it's actually one of Imp's most important combo pieces. Imp's leg hitboxes are active during the entire animation, It's important to note that if an opponent gets hit by the move, that player cannot get hit again for the duration of the animation and can treat Imp as if he's just standing there.

Running Head Butt
ForwardTK-input-comma.pngForwardTK-input-comma.pngSquare/Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 10f 6f 24f -23 / +19 10 9.5u Hardknockdown.png -


Not a great move. Because Imp's body is the hitbox, it tends to whiff against crouching opponents and is rather unreliable in general.


Cross Front Kick
Thrust Kick
Cross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 8f 1f 20f -14 / -6 3 4.6u - -


Excellent range and has great high-attacking combo strings, but its frame data makes it terrible for pressuring crouching opponents.

Rising Knee
ForwardTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 3f 16f -12 / +25 3 1.4u Launch.png Switch


Really bad range and frame data. Avoid using.

Stilt Stun
BackTK-input-comma.pngForwardTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 10f 1f 15f -9 / +46 (+4) 8 4.7u Dzzy.png -


Bit too slow of a startup to use as a counter hitting move, but its good range and ability to string to a Rising Knee juggle can nab a reward worth the risk.

Quarter CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 8f 4f 18f -15 / +24 6 4.3u Launch.png -


Good launcher with lots of invulnerability on the leg hurtboxes.

Crouch Kick
L2PlusCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 7f 2f 9f -3 / +3 3 3.9u - -


Great low poke with good range and excellent frames.


Circle Back Kick
Stilt Spin Kick
Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 8f 3f 22f -18 / -7 3 3.9u - -


8f is quite a bit of startup, but if you're able to counter-hit with this button the Back Flip Kick it strings into with CircleTK-input-comma.pngCircleTK-input-comma.pngCircle has much better startup than linking to it manually does, leading to good juggle damage.

Stilt Roundhouse
ForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 5f 2f 29f -24 / -12 4 3.5u - -


Your go-to mixup string starter. Fast startup and amazing damage potential with juggles off of ForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngL2PlusCircle (Low counterable)TK-input-comma.pngQuarter CircleTK-input-comma.pngCross (High counterable).

Body Drop Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 18f 4f 18f -12 / -5 8 7.2u Knockdown.png Grounded


Can be a little tricky to punish since you land grounded, but it's mostly a gimmicky combo ender.

Forward Flip Kick
Quarter CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 22f 2f 15f -10 / -2 9 11.6u Knockdown.png -


Really slow, but really long range. It can be a little tricky for your opponent to deal with its chord input string as it's a very fast mixup. Mostly used in strings.

Spinning Crouch Sweep
L2PlusCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 9f 2f 22f -17 / -9 4 2.0u - -


Very important in combos, but never use this move on its own.

Pommel Horse
Half CircleTK-input-comma.pngCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 13f 19f 13f -20 / -3 5 6/2u Launch.png -


Can be incredibly annoying for your opponent to deal with since you can low profile moves with it, and it lasts forever with its leg invulnerability, however all your opponent needs to do is wait to get a free punish combo against you.

Running Slide
ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 16f 4f 14f -13 / -5 7 16.0u Knockdown.png Grounded


Because of the angle you dive at, you can hail marry this sprint attack into your opponent most of the time come out alright since its hard to punish. Because it ends in a grounded state, the risk is much less than a regular dash attack that can be blocked and punished for a full combo.


Grabs / Misc Moves

Imp's whiffed grab animation is 18f long.

Stilt To The Head
CrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 68f +17 16 0.8u Hardknockdown.png -


On the lower end damage as far as grabs go. Very good in free-for-alls since the kick has quite a large hitbox.

Body Whip
CirclePlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 87f +24 18 0.8u Knockdown.png -


Since your opponent needs to turn over before they can perform a grounded action, this throw has crazy good advantage.

Knee To The Head
BackTK-input-comma.pngForwardTK-input-comma.pngCrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 35f +23 20 0.8u Hardknockdown.png -


Your go-to grab if you have the presence of mind to input it. Great damage, and you can string Back Flip Kick off of it to start juggles in the corner for massive damage.

Stilt And Spin
BackTK-input-comma.pngForwardTK-input-comma.pngCirclePlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 35f +26 19 0.8u Hardknockdown.png Grounded


A grab that gets lost in the shuffle Imp's other grabs being too awkward to input for not as much reward as Knee To The Head offers.

Riding On Papa
Quarter CircleTK-input-comma.pngCrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Grab High.png 25f - - - - 0.8u - It's ridin' time!
Square Ear Slapper - 8f 1f 16f - 7 - - -
Triangle Head Pound - 8f 1f 16f - 10 - - -
Cross/Circle Dismount - - - 35f - - - - -


Imp piggybacks on his opponent and begins wailing on them. You can "Daddy Lock" your opponent by buffering this grab during another attack, and after Imp attempts to mount them, they'll turn into a writhing pile of spaghetti. Your opponent cannot block in this state, and they'll eventually phase through the floor. Because Thrill Kill doesn't have a round timer, the only thing you can do is quit the match and restart. Using this glitch is objectively funny, but won't make you any friends if you use this against them online and you'll likely stop receiving game invites.

Swap Places
CirclePlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 34f +10 - 0.8u Dzzy.png -


One of the funnier swap grapple animations.

1 2 Little Punches
CrossPlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 27f 4f 21f -22 / -6 5 1.7u Hardknockdown.png -


That little punch packs quite a, er, punch.


Thrill Kills

Thrill Kill 1 - No Inputs
Thrill Kill 2 - Square + Down
Thrill Kill 3 - Triangle + Cross + Forward
Combo Kill - Square + Cross + L1 + Back
Dance - Square + Triangle + Cross + Circle + Down

TK Navigation

General
Controls and Notation
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FAQ
Characters
TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka