Thrill Kill/Violet/Strategy

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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


  • L2PlusSquare - Straight Jab From Crouch: Your best low poke an integral to your stagger game. Very plus on hit, and combos into L2PlusTriangle for a crazy fast low-to-mid mix.

  • Cross - 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.

  • Quarter CircleTK-input-comma.pngCross - Chiropractor: Nicknamed the Troll Roll, this move has frame 0 partial invulnerability the moment it starts up. However, it's long startup makes it so that it's easily beaten with most launchers or dash attacks. Interestingly because it cancels into Cherry Picker, if you condition your opponent to expect the Cherry Picker you can get away with a raw Chiropractor and maybe not get punished for it.

  • BackTK-input-comma.pngForwardTK-input-comma.pngCircle - 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.

  • Quarter CircleTK-input-comma.pngCircle - 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. While it doesn't have frame 0 partial invulnerability, you do have partial invul during the active frames of the spin.

  • ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle - 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.

Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngFull CircleTK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircle
8 hits, 29 damage.
The closest Violet has to a standard high punish combo. No launcher or knockdown, but you do end +2 plus on hit.
Annoyingly the Super Foot Waltz input due to the nature of it being a full-circle is incredibly finicky.


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.

Cross (High counterable)TK-input-comma.pngCircleTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngForwardTK-input-comma.pngCross
Launch.png 6 hits, 31 damage.
Your "money" string that leads to a juggle. This will likely be your most common string.

Cross (High counterable)TK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngHalf CircleTK-input-comma.pngCross (Low counterable)
Launch.png 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.

Cross (High counterable)TK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircle (High counterable)TK-input-comma.pngForwardTK-input-comma.pngCross
Launch.png 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.

L2PlusSquare (High counterable)TK-input-comma.pngL2PlusTriangle (High counterable)
Launch.png 2 hits, 6 damage.
An extremely fast mixup, however the launching angle tends to be random, making follow up juggles occasionally impossible. Despite that and its poor damage, you will be using this combo a lot.



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