< Thrill Kill | Violet
(Created page with "{{#vardefine:primarycolor|rgb(214, 41, 148)}} {{#vardefine:secondarycolor|rgba(82, 0, 49, 0.5)}} ==The Basics== ---- Violet is going to feel like a real struggle to play against a good opponent. Her moves lose out on trades, she had to rely on staggers far more than any other character, her grabs don't do much damage or can be mashed out of easily.</br></br> ==Useful Moves== ---- *{{TKin|i=l2+1}} - '''Straight Jab From Crouch''': Your best low poke an integral to y...") |
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{{Character Subnav TK|name=Violet}} | |||
==The Basics== | ==The Basics== | ||
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Revision as of 18:43, 9 January 2024
The Basics
Violet is going to feel like a real struggle to play against a good opponent. Her moves lose out on trades, she had to rely on staggers far more than any other character, her grabs don't do much damage or can be mashed out of easily.
Useful Moves
- Straight Jab From Crouch: Your best low poke an integral to your stagger game. Very plus on hit, and combos into
for a crazy fast low-to-mid mix.
- Front Kick: Your best mid, and what you'll be starting most of your standing combos with. +2 on hit so you can stagger with it.
- Chiropractor: Nicknamed the Troll Roll, this move does have high invulnerability the moment it starts up which makes it useful in certain situations.
- Dislocating Stun: You'll mostly be using this during combos to add a bunch of damage, however it does have very long range and it does hit mid. It has slow startup, but depending on the situation it might not be a terrible move to throw out to punish an opponent.
- Cherry Picker: The damage this move does is insane. Cancelled, it deals a total of '26' damage. It also has good range, but you'll mostly be using it as a combo ender.
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- Running Ball Roll: A great long-ranged low, and a good move to have in your back pocket to close out rounds with.
Punish Combos
Violet doesn't have a lot in the way of uncounterable damage.
Mixup Combos
Violet has only one good mixup tree to go off of which does end in a large damage payout, however it requires a ton of conditioning first in order to reliably dish out.
6 hits, 31 damage.
- Your "money" string that leads to a juggle. This will likely be your most common string.
4+1 hits, 15 damage.
- Splits Kick can be low blocked, so this is your way of punishing people trying to high counter the much scarier Dislocating Stun route. Terrible damage, but that's the cost of playing Violet.
2+2 hits, 32 damage.
- A gamble. This will only work once you get your opponent used to the low routes as the Dislocating Stun can be standing blocked.