Thrill Kill/Belladonna

From SuperCombo Wiki


Overview

 Belladonna is an excellent choice to learn Thrill Kill with. She has everything you need to plays the main meta perfectly: a string that attacks and launches a crouching player, safe strings to counter-hit with, and a few mix-up strings to get around blocks. Belladonna can reliably 3-touch her opponents with her high-damage mid-stage BnB juggles, and her damage in the corner is only rivaled by Dr. Faustus. With her long-reaching dash, she can utilize r-canceling to fly in at moment's notice with a string and convert it into a launcher for tons of damage.

 Where Belladonna struggles the most is her very poor wake-up game. Both her Rising Cattle Prod and Splits Kick wake-up attacks have extremely poor recovery, neither hard knockdown allowing you space to breathe, and neither lead to much damage. If you get on the ropes, it can be a nightmare to get back into the game against a skilled opponent.

At a glance:
Pros Cons
  • Longest dash in the game: While her dash cooldown isn't great, the distance she can close at a moment's notice makes her dangerous at any range.
  • Great strings: Her safe punish string, mixup strings, and her crouch killer string are all solid.
  • Great damage output: Most of her strings lead to juggles, and she can take about a third of a life bar anywhere on the stage. The Rising Prod Spin corner juggle takes almost two-thirds of a life bar if you're able to launch a cornered opponent.
  • Large diameter hurtbox: She has the second largest hurtbox in the game when standing.
  • Lacks variety: While the strings she does have are very good, they offer no branching paths to mix up your opponent's block/counter timing.
  • Terrible wakeup attacks: It can be a real struggle to get back into the game after you suffer a knockdown since both of your wakeup attacks have long recovery times, neither of them hard knockdown, and neither lead into to much damage.


Belladonna
TK Belladonna Ingame.png
Hitbox Diameter 5.0u⌀ (Large)
Movement Speed 6.0u/s (4th fastest)
Dash Distance 10.6u (Fastest in the game)

Move List

Square Front Punch
Straight Jab
Square
TK-Bel-1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 5f 1f 9f -3 / +4 3 2.0u - -


Poor range for a high poke, but excellent advantage and frame data.


Cancels:
ForwardTK-input-comma.pngSquare - Backslap


Backslap
ForwardTK-input-comma.pngSquare
TK-Bel-f1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 6f 2f 13f -8 / -2 4 3.3u - -


A slight sacrifice of startup and advantage for range and damage. Doesn't have a lot of good combo strings, and is mostly used as a juggle extension since it strings (untrue) into Ball Kick, which then strings to Rising Prod Spin.


Cancels:
BackTK-input-comma.pngForwardTK-input-comma.pngCircle - Splits Kick


Bitch Slap
Quarter CircleTK-input-comma.pngSquare
TK-Bel-qc1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 10f 1f 15f -9 / +18 10 6.6u Knockdown.png -


Very good range and advantage on hit, but you're more than likely striking with something else when you counter-hit.


Low Slap From Crouch
L2PlusSquare
TK-Bel-l21.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 5f 2f 14f -9 / -2 2 2.0u - -


Terrible recovery for a crouch attack.


Triangle Back Punch
Prod Slash
Triangle
TK-Bel-2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 7f 3f 16f -11 / +3 3 3.7u - -


Not great recovery, but great range and active frames.


Self Body Shock
[Triangle] ... ]Triangle[
TK-Bel-hold2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 23f 36f 6f -9 / +14 10 3.8u Knockdown.png -


After charging Triangle for 32f, Belladonna becomes a shining hitbox for over a full second, zapping anyone who gets near. You cannot charge an additional Self Body Shock while you're already performing one.


Prod Poke
ForwardTK-input-comma.pngTriangle
TK-Bel-f2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 8f 1f 17f -11 / +44 (+2) 4 2.1u Dzzy.png -


Too short a range and not enough active frames to be that good. It's a bit of an orphan move since there's no way to truly string into it, either. Ball Kick is your better stun move choice.


Cancels:
ForwardTK-input-comma.pngCross - Knee Thrust


Overhead Prod Slam
BackTK-input-comma.pngForwardTK-input-comma.pngTriangle
TK-Bel-bf2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 16f 3f 17f -13 / -5 7 6.0u Knockdown.png -


Way too slow to use on its own. Mostly comes up as a string ender.


Prod Swing
Quarter CircleTK-input-comma.pngTriangle
TK-Bel-qc2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 10f 2f 14f -8 / +28 6 2.6u Hardknockdown.png -


Batter up! Not a bad move, mostly used as a combo ender after a Vegas Vertical to line drive an opponent into the corner.


Prod Slash From Crouch
L2PlusTriangle
TK-Bel-l22.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 11f 1f 15f -9 / 0 4 2.7u - -


No combo strings, bad range, and terrible advantage. Avoid using.


Rising Prod Spin
Half CircleTK-input-comma.pngSquare/Triangle
TK-Bel-hc2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 12f 13f 35f -30 / -7 9/hit 5.5u Knockdown.png -


Your go-to juggle ender in the corner. It's minus on hit, but no other move matches its damage in the corner when every hit lands.


Running Prod Swing
ForwardTK-input-comma.pngForwardTK-input-comma.pngSquare/Triangle
TK-Bel-ff2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 15f 2f 26f -21 / +15 9 11.3u Hardknockdown.png -


Mediocre startup, range, and recovery for a dash attack. An assured death for you if it gets blocked.


Cross Front Kick
Quick Thrust
Cross
TK-Bel-3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 5f 1f 10f -4 / +4 3 4.7u - Switch


An excellent button. Great startup, range, startup, hits mid, and its advantage is very good for this game.


Knee Thrust
ForwardTK-input-comma.pngCross
TK-Bel-f3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 5f 1f 15f -9 / +24 4 3.9u Launch.png Switch


Stupidly fast startup and good range for a launcher. It also has a lot of travel to it which helps get closer to the corner during juggles.


Cancels:
BackTK-input-comma.pngForwardTK-input-comma.pngTriangle - Overhead Prod Slam
Quarter CircleTK-input-comma.pngTriangle - Prod Swing


Forward Heel Flip
BackTK-input-comma.pngForwardTK-input-comma.pngCross
TK-Bel-bf3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 16f 4f 18f -15 / -7 9 8.4u Knockdown.png Switch


Very bleh move. Long range, but very minus on hit. Avoid using.


Ball Kick
Quarter CircleTK-input-comma.pngCross
TK-Bel-qc3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 10f 1f 15f -9 / +46 (+4) 5 4.2u Dzzy.png Switch


Decent range as far as stuns go. For the most part you'll mostly use this in juggles to cancel into Rising Prod Spin as an ender.


Cancels:
Half CircleTK-input-comma.pngSquare / Triangle - Rising Prod Spin
ForwardTK-input-comma.pngCross - Knee Thrust


Forward Cartwheel
Half CircleTK-input-comma.pngCross
TK-Bel-hc3.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 19f 3f 9f -3 / +4 5/hit 10.9u - -


One of Belledonna's best stand-alone specials. Very slow startup, but you get superb range and low enough disadvantage that it's virtually safe on block. If someone blocks it, you can deal 85 damage with it's low/high string afterwards in the corner, or you can buffer a grab they only have three frames to react to.


Low Leg Jab From Crouch
L2PlusCross
TK-Bel-l23.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 5f 1f 15f -9 / -2 2 3.5u - -


Bad advantage, less range than it looks, but it strings into a mid launcher.


Circle Back Kick
Side Kick
Circle
TK-Bel-4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 1f 18f -12 / -5 3 4.8u - Switch


Mostly used as a combo filler button since it can cancel into either Overhead Prod Slam or (more usefully) Vegas Vertical.


Cancels:
ForwardTK-input-comma.pngBackTK-input-comma.pngTriangle - Overhead Prod Slam
ForwardTK-input-comma.pngCircle - Vegas Vertical


Vegas Vertical
ForwardTK-input-comma.pngCircle
TK-Bel-f4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 9f 1f 14f -8 / +28 6 3.3u Launch.png Switch


Your best mid-string launcher, however on its own it's short range and average startup doesn't make it your best choice for a launcher over Knee Thrust.


Cancels:
Quarter CircleTK-input-comma.pngTriangle - Prod Swing


Splits Kick
BackTK-input-comma.pngForwardTK-input-comma.pngCircle
TK-Bel-bf4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 7f 2f 17f -12 / +1 4 4.4u - -


Excellent move. Great disjointed hitbox, can low profile high attacks and certain mids, and it's a low combo starter.


Slap Kick
Quarter CircleTK-input-comma.pngCircle
TK-Bel-qc4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 10f 2f 19f / +1 4 3.3u - Switch


A filler move. Can string into a Forward Cartwheel to give it bonus damage, but its bad startup doesn't make that an appealing option during an actual battle.


Cancels:
Half CircleTK-input-comma.pngCross - Forward Cartwheel


Backward Cartwheel
Half CircleTK-input-comma.pngCircle
TK-Bel-hc4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 12f 7f 12f -7 / -4 6 -8.9u Knockdown.png -


A fairly useless retreating move. You might be able to hit someone with this in a chaotic free-for-all, but outside of that you won't be using this.


Triple Attack
Full CircleTK-input-comma.pngCircle
TK-Bel-fc4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
On Grab High.png 11f 14f 10f - / +16 24 1.1u Knockdown.png -
On Hit Low.png 11f 1f 18f -12 / -7 5 -0.2u - -


Terrible command grab. Too slow and way too short ranged to be practically used. Doesn't grab someone who's blocking, even if they're high blocking.


Rising Kick From Crouch
L2PlusCircle
TK-Bel-l24.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Mid.png 12f 3f 16f +18 3 2.3u Launch.png -


Poor range, but good active frames. Most of your crouch attacks string into this. Unfortunately this launcher severely limited by its recovery time, as it's too long to catch your opponent with any of your standing strikes.


Cancels:
BackTK-input-comma.pngForwardTK-input-comma.pngCross - Forward Heel Flip


Running Splits
ForwardTK-input-comma.pngForwardTK-input-comma.pngCross/Circle
TK-Bel-ff4.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
Low.png 18f 2f 28f / -15 7 14.3u Knockdown.png -


A garbage sprint attack. It hits low, but it leads to a regular knockdown, has terrible startup and equally terrible advantage.


Grabs / Misc Moves

Belladonna's whiffed grab recovery is 18f.

Crotch Crush
CrossPlusSquare
TK-Bel-Grab1.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 86f - / -13 17 0.9u Knockdown.png Switch


Both of Belladonna's grabs have terrible advantage, so its best to stay away from using them unless you're really in trouble and need a 0 frame move. At the very least the backwards cartwheel can create space for some immediate wake-up attacks to not hit you (funnily enough it has a hitbox, too).


Slap And Tickle
CirclePlusTriangle
TK-Bel-Grab2.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 78f - / -15 18 0.9u Knockdown.png Switch


Even more disadvantage than Crotch Crush and lacks the retreat, but it deals an extra point of damage.


Rear Grab
CrossPlusSquare
TK-Bel-RearGrab.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 44f - / +65 22 0.9u Dzzy.png (...technically) -


Damaging, however your opponent has invincibility to any standing attack while they're getting up. Any attack that uses L2 will hit them. This sadly limits what strings you can go for after getting the rare opportunity to rear grab.


Swap Places
CirclePlusSquare
TK-Bel-SwapGrab.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
High.png 0f - 41f - / +15 6 0.9u Dzzy.png -


One of the few swap grabs in the game that deals damage. If you're going to grab someone, go with this one for sure.


Taunt
CrossPlusTriangle
TK-Bel-Taunt.gif
Hit Startup Active Recovery Adv. (Block / Hit) Damage Range Property Stance
- - - 141f - - - - -


The (apparently) controversial moan taunt. You can press CrossPlusCircle during the taunt for a Triple Attack.


Thrill Kills

Thrill Kill 1- No Inputs
Thrill Kill 2 - Cross + Back
Thrill Kill 3 - Square + Circle + L1 + Down
Combo Kill - Triangle + Cross + L1
Dance - Square + Triangle + Cross + Circle + L1

TK Navigation

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TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka