Thrill Kill/Tormentor: Difference between revisions

From SuperCombo Wiki
m (Added the Navbox at the bottom of the page.)
(Added character infobox.)
Line 1: Line 1:
{{/Introduction}}
{{Infobox-Character-TK
|name=Tormentor
|image=TK_Tormentor_Portrait.png
|realname=William J. Whitefield
|size=4.6<sup>u</sup>⌀ (Medium)
|speed=5.6<sup>u</sup>/s (5<sup>th</sup> fastest)
|dash=9.5<sup>u</sup> (3<sup>rd</sup> worst)
}}
===Move List===
===Move List===
====={{TKin|i=1}} Front Punch=====
====={{TKin|i=1}} Front Punch=====

Revision as of 13:24, 18 April 2023

Overview

 Tormentor is a very well-rounded character who's greatest strength is his combo versatility and his ability to constantly pressure his opponents with attacks. He has a 4f jab, very good ranged mid attacks to both start combos and send his opponents flying to the corner, plus on hit moves to stagger with, Spinning Sweep Kick has extremely good range and has a great combo string attached to it, and he has amazing damage in the corner against most of the cast with his Charged Punch wall-splat extensions.

 While Tormentor may seem dominant in the hands of someone skilled, nothing about him is particularly broken. He relies on mixing up his combos and pressure to win, and using his 4f jab to stagger opponents attempting to use slower moves against him.

Chain Heater allows you to heat up your chain and give your chain attacks a damage bonus, which is a great tool if you're able to create space. However, heat really only makes a significant difference when it's maxed, and usually by then your opponent is hurt enough that a combo without any heat would win the round regardless.

At a glance:
Pros Cons
  • Disjointed Attacks: Charged Punch and Spinning Sweep Kick both have long range.
  • Crouch Killer: His main kick strings are all mids and lows, which means they can pressure crouching opponents excellently.
  • Keep Them Guessing: A plethora of combo strings to branch into force your opponents to guess whether to counter high, counter low, or keep blocking.
  • Amazing Corner Damage: Tormentor can convert lots of damage thanks to Medium Kick being able to hit opponents in the corner after a Charged Punch.
  • Dash Attacks: Running Shoulder's invulnerability can charge right through your opponent's attacks, and Running Knee can convert into a juggle combo from range.
  • Tall hitbox: Some characters can do Tormentor-specific wall juggle strings for more damage.
  • Bad Matchups: Oddball, Cleetus, and Judas are small enough for Medium Kick to not connect after a Charged Punch in the corner, making you lose out on a ton of extra damage,


Tormentor
TK Tormentor Portrait.png
Hitbox Diameter 4.6u⌀ (Medium)
Movement Speed 5.6u/s (5th fastest)
Dash Distance 9.5u (3rd worst)

Move List

Square Front Punch
Straight Jab
Square
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 4f 2f 8f {{{advantage}}} 3 2.7u - No


One of the best high jabs in the game, featuring good range paired with fast startup and recovery. It’s only rivalled by the startup of Imp’s Tiny Jab.


Elbow Smash
ForwardTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 8f 1f 17f {{{advantage}}} 3 3.0u - Yes


Smash’s poor startup and recovery compared to Straight Jab doesn’t really make this move worth using as a combo starter.


Gut Punch
BackTK-input-comma.pngForwardTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 8f 9f {{{advantage}}} 5 1.7u Dzzy.png No


Poor range, but good startup as far as stuns go with a crazy amount of active frames. Opponents can mash out of the stun quite fast, so it’s recommended you continue to string into Medium Knee or grab them.


Charged Punch
Quarter CircleTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 11f 2f 10f {{{advantage}}} 7 7.3u Hardknockdown.png Yes


One of Tormentor’s best moves. It has amazing range, recovery frames, hits mid, and has lots of ways to safely string into it.


Charged Uppercut
ForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 18f 2f 30f {{{advantage}}} 10 5.0u Launch.png Yes


The only DP input in the game. While too slow to be used by itself in neutral or against a stunned opponent, Charged Uppercut can be strung into a number of way for massive damage.


Low Jab From Crouch
L2PlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 5f 1f 10f {{{advantage}}} 4 1.8u - No


Terrible range, and it doesn’t seem to string into anything. Avoid using.


Low Jab From Crouch
L2PlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 5f 1f 10f {{{advantage}}} 4 1.8u - No


Terrible range, and it doesn’t seem to string into anything. Avoid using.


Triangle Back Punch
Chain Slash
Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 9f 2f 12f {{{advantage}}} 4(12) 6.3u - No


Tormentor’s farthest reaching high normal. Though it sometimes has a finicky hurtbox, it strings into both Charged Punch and Spin Kick, making it not a terrible option to punish your opponent from range and keep Triangle held down to gain some quick chain heat.


Chain Heater
[Triangle] ... ]Triangle[
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- - - 26f {{{advantage}}} - - Attack Buff No


Character defining move. Hold Triangle for at least 32 frames, then release to heat your chain. For attacks affected by heat, the maximum possible damage added is denoted with in parenthesis next to its base value. Visit the Thrill Kill/Tomentor#Heated Chain section below for more in-depth information.


Spinning Chain Slash
ForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 11f 4f 11f {{{advantage}}} 5(15) 5.3u - No


More active frames and damage than it’s non-spinning cousin, but less range. Since this strings into Guilty Lashes, it’s one of the best heated chain payouts in terms of pure damage if you're able to land it.


Back And Forth Snap
BackTK-input-comma.pngForwardTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 31f 4f 13f {{{advantage}}} 9(27) 8.0u Knockdown.png Yes


A full second of startup for mediocre damage compared to his other tools. Avoid using.


Guilty Lashes
Quarter CircleTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 6f 16f {{{advantage}}} 6(18) 8.3u - No


The weed whacker. Amazing range and active frames, and good OTG string starter. Makes a good heated chain payout if strung into from a Spinning Chain Slash.


Chain Twirl Throw
Half CircleTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png
Mid.png
14f
14f
-
5f
-
17f
{{{advantage}}} 30
5(15)
7.2u-10.5f
9.3u
Knockdown.png
-
No
Yes


This command grab is blockable, only grabs at the tip of its hitbox, is slow to start up, and doesn’t snag crouching players. At least it does lots of damage if you’re able to embarrass someone with it.


Lasso Threat
Full CircleTK-input-comma.pngTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 8f 27f 31f {{{advantage}}} 21(73) 3.6u Hardknockdown.png No


A free-for-all favourite. Ending a corner juggle with this move can result in some stupidly high damage if you’re able to land every hit, though the spacing can sometimes be weird even if you’re right up against the wall.


Chain Punch From Crouch
L2PlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 6f 5f 15f {{{advantage}}} 4 4.1u - No


Great startup, active frames, and allegedly okay range. The chain itself is the hurtbox, and can sometimes whiff at longer distances. Despite this, its active frames make it an appealing choice in certain situations.


Running Shoulder
ForwardTK-input-comma.pngForwardTK-input-comma.pngSquare/Triangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 11f 6f 14f {{{advantage}}} 12 10.8u Hardknockdown.png No


Fairly stubby as far as dash attacks go, but it has plenty of active frames and good damage.


Cross Front Kick
Medium Kick
Cross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 6f 1f 19f {{{advantage}}} 3 5.0u - Yes


One of Tormentor’s best buttons. Good startup, hits mid, and travels a fair distance. Strings into a plethora of combos.


Medium Knee
ForwardTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 3f 16f {{{advantage}}} 4 3.2u Launch.png Yes


With very mediocre range, damage, and lift, this move is best strung into from a Gut Punch, or used as a juggle extender.


Spin Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCross or Quarter CircleTK-input-comma.pngCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 13f 1f 19f {{{advantage}}} 7 3.3u Hardknockdown.png No


Charged Punch's sister move. While it has much worse frame data on its own, it’s useful as a juggle ender due to it having better startup when strung into and hitting lower while offering the same damage payout. However, this highs High instead of Mid, so arguably Charged Punch is still the better move.


Straight Leg From Crouch
L2PlusCross
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 9f 1f 9f {{{advantage}}} 3 2.3u - No


Much less range than it appears to have, and doesn't string true into anything. Avoid using.


Circle Back Kick
Side Straight Kick
Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 7f 1f 18f {{{advantage}}} 3 5.1u - No


There’s no reason to use this kick over Medium Kick on its own, unless the extra 0.1u of range is worth sacrificing combo versatility for.


Snap Kick
ForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 11f 1f 14f {{{advantage}}} 4 4.4u - Yes


A combo filler move, for the most part.


Spinning Sweep Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 10f 2f 20f {{{advantage}}} 3 6.8u - No


This sweep sports good range and can string into either a powerful Charged Uppercut or an OTG string to add a bit of seasoning after a juggle.


Ax Kick
Quarter CircleTK-input-comma.pngCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 21f 1f 15f {{{advantage}}} 8 3.7u Knockdown.png Yes


A slow, low-damage knockdown move. There’s no way to truly string into it like Violet can with her mechanically similar Cherry Picker, so avoid using it.


Sweep From Crouch
L2PlusCircle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 8f 2f 12f {{{advantage}}} 4 4.5u - No


Your go to crouching move. Great range, and can strings into Charged Punch.


Running Knee
ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 12f 3f 16f {{{advantage}}} 9 8.9u Launch.png No


Running Knee can sometimes begin juggling combos, which is quite unique for a dash attack in Thrill Kill. However, sometimes you have much more recovery time and cannot start a juggle. More research is needed as to why this happens.



Grabs / Misc Moves

Tormentor has 16f of recovery when he misses a grapple attempt.

Neck Slice
CrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 47f {{{advantage}}} 11 0.8u Dzzy.png No


A side-switching grab. Opponents can quickly mash out of the stun, so you don’t have as much time as it looks to follow it up with a hit. It’s recommended that you dash-in Medium Knee for a juggle.


Punishment
CirclePlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 46f {{{advantage}}} 24 0.8u Knockdown.png No


A very fast, straightforward grab.


Rear Grapple
CrossPlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 46f {{{advantage}}} 24 0.8u Knockdown.png Yes


A rear version of Punishment', with more damage for your trouble.


Swap Places
CirclePlusSquare
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 27f {{{advantage}}} - 0.8u Dzzy.png No


A basic swap grapple. 11f of stun.


Taunt
CrossPlusTriangle
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 27f 2f 67f {{{advantage}}} 4 4.5u Knockdown.png No


This taunt has a hitbox! Neat.


TK Navigation

General
Controls and Notation
System
Tier List
FAQ
Characters
TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka