Thrill Kill/Tormentor/Combo Strings: Difference between revisions

From SuperCombo Wiki
(Authored page and added combo strings.)
 
(Changed formatting and removed the tables.)
Line 1: Line 1:
Button inputs that are highlighted in blue can be countered high, and inputs in red can be countered low.
Button inputs that are highlighted in blue can be countered high, and inputs in red can be countered low.
===Practical Combos===
===Practical Combos===
{| style="width:100%" cellpadding=10 border="1"
|
{{TKin|i=1|c=1|p=h}}{{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}[{{TKin|i=2|c=1}}]{{TKin|i=qc|c=1}}{{TKin|i=1}} > ]{{TKin|i=2}}[<br/>
{{TKin|i=1|c=1|p=h}}{{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}[{{TKin|i=2|c=1}}]{{TKin|i=qc|c=1}}{{TKin|i=1}} > ]{{TKin|i=2}}[<br/>
[[File:Hardknockdown.png]] '''5 hits, 30 damage.'''<br/>
[[File:Hardknockdown.png]] '''5 hits, 30 damage.'''<br/>
Line 34: Line 32:
----
----
=====Mid-Stage Juggles=====
=====Mid-Stage Juggles=====
----
... > {{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}[{{TKin|i=2|c=1}}]{{TKin|i=qc|c=1}}{{TKin|i=3}} > ]{{TKin|i=2}}[<br/>
... > {{TKin|i=1|c=1}}{{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}[{{TKin|i=2|c=1}}]{{TKin|i=qc|c=1}}{{TKin|i=3}} > ]{{TKin|i=2}}[<br/>
[[File:Hardknockdown.png]] '''5 hits, 17 damage.'''<br/>
[[File:Hardknockdown.png]] '''5 hits, 17 damage.'''<br/>
Line 44: Line 41:
----
----
=====Corner Juggles=====
=====Corner Juggles=====
----
... > {{TKin|i=f|c=1}}{{TKin|i=3}} > {{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1}} > {{TKin|i=3|c=1}}{{TKin|i=3|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3+4}}<br/>
... > {{TKin|i=f|c=1}}{{TKin|i=3}} > {{TKin|i=1|c=1}}{{TKin|i=f|c=1}}{{TKin|i=1|c=1}}{{TKin|i=2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1}} > {{TKin|i=3|c=1}}{{TKin|i=3|c=1}}{{TKin|i=4|c=1}}{{TKin|i=4|c=1}}{{TKin|i=b|c=1}}{{TKin|i=f|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3|c=1}}{{TKin|i=3+4}}<br/>
[[File:Knockdown.png]] '''14 hits, 37 damage.'''<br/>
[[File:Knockdown.png]] '''14 hits, 37 damage.'''<br/>
Line 52: Line 48:
[[File:Hardknockdown.png]] '''7 hits, 20 damage.'''<br/>
[[File:Hardknockdown.png]] '''7 hits, 20 damage.'''<br/>
This is your simple juggle if you have heat. With one Chain Heater use, it deals 38. With a hot chain, it can deal up to 62 damage.
This is your simple juggle if you have heat. With one Chain Heater use, it deals 38. With a hot chain, it can deal up to 62 damage.
|}
----
<br/>
===Max Damage Combos===
===Max Damage Combos===
{| style="width:100%" cellpadding=10 border="1"
|
{{TKin|i=3|c=1|p=h}}{{TKin|i=3|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3|c=1}}{{TKin|i=1+2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=2|c=1}}{{TKin|i=3|c=1}}{{TKin|i=f|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1}} > {{TKin|i=1}} > {{TKin|i=fc}}{{TKin|i=2}}<br/>
{{TKin|i=3|c=1|p=h}}{{TKin|i=3|c=1}}{{TKin|i=4|c=1}}{{TKin|i=3|c=1}}{{TKin|i=1+2|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=2|c=1}}{{TKin|i=3|c=1}}{{TKin|i=f|c=1}}{{TKin|i=qc|c=1}}{{TKin|i=1}} > {{TKin|i=1}} > {{TKin|i=fc}}{{TKin|i=2}}<br/>
[[File:Hardknockdown.png]] '''20 hits, 72~122 damage.'''<br/>
[[File:Hardknockdown.png]] '''20 hits, 72~122 damage.'''<br/>
Requires chain heat for big damage, then you need to very quickly confirm a ''Medium Kick'' against a non-crouching opponent next to a corner without losing too much of that heat. Buffer the jab shortly before the ''Charged Uppercut'' animation ends, and on reaction to the jab quickly input the {{TKin|i=fc}} motion.
Requires chain heat for big damage, then you need to very quickly confirm a ''Medium Kick'' against a non-crouching opponent next to a corner without losing too much of that heat. Buffer the jab shortly before the ''Charged Uppercut'' animation ends, and on reaction to the jab quickly input the {{TKin|i=fc}} motion.
|}

Revision as of 02:11, 20 April 2023

Button inputs that are highlighted in blue can be countered high, and inputs in red can be countered low.

Practical Combos

Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.png[TriangleTK-input-comma.png]Quarter CircleTK-input-comma.pngSquare > ]Triangle[
Hardknockdown.png 5 hits, 30 damage.
One of your best safe hard knockdown strings. Great to r-cancel with, and it optionally builds heat.


Cross (High counterable)TK-input-comma.pngSquarePlusTriangleTK-input-comma.pngForwardTK-input-comma.pngCross ...
Launch.png 3 hits, 16 damage.
Tormentor's only known safe launching string. The second hit hits high, so its not great against crouching players.


Cross (High counterable)TK-input-comma.pngSquarePlusTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle ...
Launch.png 3 hits, 16 damage.
Because the second hit uses Spinning Chain Slash's data, its affected by heat. A red hot chain can deal up to 41 damage with the first three hits alone.
Guilty Lashes creates good distance, so it's not necessary to continue stringing after it if you don't want to give your opponent an opportunity to low counter.


Cross (High counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCross (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 5 hits, 32 damage.
A crouch killer and great as an R-Cancel string. While it presents two counter opportunities, this string’s long range and high damage is worth fishing for against players crouch blocking.


BackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 3 hits, 26 damage.
BackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 5 hits, 33 damage.
Two different timings to get a Charged Uppercut launch off of Spinning Sweep Kick opener.


Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 12 hits, 60 damage.
A long launching string that deals tons of damage and only has two points to counter. Forego the first three jabs of the string against crouching players.
Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable)
Knockdown.png 7+1 hits, 24+16 damage.
This second string is very risky as doesn't string into Ax Kick properly, but it will hose people who are expecting the above combo and who to low counter the sweep. Don't use this before conditioning your opponent first.


Mid-Stage Juggles

... > SquareTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.png[TriangleTK-input-comma.png]Quarter CircleTK-input-comma.pngCross > ]Triangle[
Hardknockdown.png 5 hits, 17 damage.
For building heat.


... SquareTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircle
Knockdown.png 12 hits, 27 damage.
For pure damage.


Corner Juggles

... > ForwardTK-input-comma.pngCross > SquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare > CrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircle
Knockdown.png 14 hits, 37 damage.
A fancy wallsplat juggle extension for when you don't have heat stored.


... > Square > Half CircleTK-input-comma.pngTriangle
Hardknockdown.png 7 hits, 20 damage.
This is your simple juggle if you have heat. With one Chain Heater use, it deals 38. With a hot chain, it can deal up to 62 damage.


Max Damage Combos

Cross (High counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngSquarePlusTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangleTK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare > Square > Full CircleTriangle
Hardknockdown.png 20 hits, 72~122 damage.
Requires chain heat for big damage, then you need to very quickly confirm a Medium Kick against a non-crouching opponent next to a corner without losing too much of that heat. Buffer the jab shortly before the Charged Uppercut animation ends, and on reaction to the jab quickly input the Full Circle motion.