Thrill Kill/Belladonna/Introduction

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.