Thrill Kill/Belladonna/Strategy

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The Basics


Belladonna is a fantastic character to play if you're learning the fundamentals of Thrill Kill since she plays the main meta of the game fantastically. She has a great mix of safe and mixup strings, she has a very far dash for potent r-cancels, and she has a couple very useful special moves.

  • Her bread and butter mid-stage juggle ends in a hard knockdown, setting your opponent up in the corner.
  • Knee Thrust (ForwardTK-input-comma.pngCross) is your best launcher in neutral. It hits mid, and has 5f startup.
  • Forward Cartwheel (Half CircleTK-input-comma.pngCross) is a very rare treat among special moves in that it's got very good advantage on block. When it is blocked, you can either:
    • ...attack standing, and buffer a grab.
    • ...attack low, and continue with the mixup string it starts (...CrossPlusCircle (Low counterable)TK-input-comma.pngTriangle (High counterable)TK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngCircle)
    • ...attack mid with a Knee Thrust (ForwardTK-input-comma.pngCross (High counterable)) or her crouch killer string (Cross (High counterable)TK-input-comma.pngTriangle (Low counterable)TK-input-comma.pngCircle (High counterable)TK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngCircle). Either option attacks a crouching player defending against both of the above options, but it's also the riskiest option since a grab or a faster button will beat you (block advantage would be -5 if you include your opponent's crouching frames, which most jabs can beat).
  • Her only useful grab is her Side-Swap grab (CirclePlusSquare) which in contrast to her other two grabs is fantastic. Not only does it deal damage, it also sets up a juggle combo. It's great to use on an opponent you've stunned with a Ball Kick.


Practical Combos


Safe Strings


Safe strings are combos that consist only of high and mid attacks so they can't be countered out of. They are only useful as a punish since they only need to be blocked at a single height. Belladonna has two very potent combos to counter-hit with:

Triangle (High counterable)TK-input-comma.pngTriangleTK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngCircle
Launch.png 4 hits, 22 damage.
Safe juggle starter. Paired with her B&B juggle she can do 43 damage without the aid of wall.

Square (High counterable)TK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCircleTK-input-comma.pngHalf CircleTK-input-comma.pngCross
5 hits, 35 damage.
For when you need to clutch a game out and want the hasty startup of Bella's jab. The Forward Cartwheel has very good advantage, even on block, so it's fine if you just end the combo with it. You can continue the string, however you'll present two counter opportunities for your opponent.


Mixup Strings


Cross (High counterable)TK-input-comma.pngTriangle (Low counterable)TK-input-comma.pngCircle (High counterable)TK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngCircle
Launch.png 5 hits, 25 damage.
Bella's amazing "Crouch Killer" string. It's a short but damaging mixup that leads in to a launcher. Quick Thrust is a great starter with 5f of startup and it hits mid.

BackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngTriangle (High counterable)TK-input-comma.pngCircleTK-input-comma.pngTriangleTK-input-comma.pngCirclePlusSquarePlusTriangle ... CrossTK-input-comma.pngCrossTK-input-comma.pngCross
Knockdown.png 7 hits, 28 damage.
Low starter with a potent Self Body Shock ender. Most hits are high, so this string won't attack crouching players. This string can deal 43 damage if you start it with Square (High counterable)TK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.png...


Mid-Stage Juggles


...ForwardTK-input-comma.pngCircle...CircleTK-input-comma.pngForwardTK-input-comma.pngCircle...ForwardTK-input-comma.pngCrossTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle
Hardknockdown.png 5 hits, 21 damage.
Bread and butter mid-stage juggle. Extremely useful as it ends with a hard knockdown, sending your opponent to the corner.

...TriangleTK-input-comma.pngTriangleTK-input-comma.pngForwardTK-input-comma.pngTriangleTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle
Hardknockdown.png 5 hits, 21 damage.
Identical damage to the above combo, but easier to convert off of lower height launchers like Knee Thrust.


Corner Juggles


Because of its long recovery time, Rising Prod Spin actually has minus advantage on hit. However, nothing matches it damage in the corner.

...ForwardTK-input-comma.pngCircle...CircleTK-input-comma.pngForwardTK-input-comma.pngCircle...SquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngHalf CircleTK-input-comma.pngSquare/Triangle
Knockdown.png 9 hits, 55 damage.


Max Damage Combos


Quarter CircleTK-input-comma.pngCircleTK-input-comma.pngHalf CircleTK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircle (Low counterable)TK-input-comma.pngTriangle (High counterable)TK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngForwardTK-input-comma.pngCircle...ForwardTK-input-comma.pngCircle...CircleTK-input-comma.pngForwardTK-input-comma.pngCircle...SquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngHalf CircleTK-input-comma.pngSquare/Triangle
Knockdown.png 18 hits, 109 damage.
Corner combo that highlights the ludacris damage Forward Cartwheel and Rising Prod Spin do when they have bonus damage. You can do a much longer combo than this for 122 damage if you start with Cross (High counterable)TK-input-comma.pngTriangle (Low counterable)TK-input-comma.pngCircle (High counterable)TK-input-comma.pngCircleTK-input-comma.pngCrossPlusCircleTK-input-comma.pngHalf CircleTK-input-comma.pngCross... if you want to give your opponent more counter opportunities.


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