Thrill Kill/The Imp: Difference between revisions

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===Move List===
===Move List===
====={{TKin|i=1}} Front Punch=====
====={{TKin|i=1}} Front Punch=====
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====={{TKin|i=2}} Back Punch=====
====={{TKin|i=2}} Back Punch=====
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====={{TKin|i=3}} Front Kick=====
====={{TKin|i=3}} Front Kick=====
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====={{TKin|i=4}} Back Kick=====
====={{TKin|i=4}} Back Kick=====
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=====Grabs / Misc Moves=====
=====Grabs / Misc Moves=====
Imp's whiffed grab animation is 18<sup>f</sup> long.
Imp's whiffed grab animation is 18<sup>f</sup> long.
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==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>
</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
System
Tier List
FAQ
Characters
TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka