Thrill Kill/Tormentor/Strategy

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The Basics

  • Charged Punch (Quarter CircleTK-input-comma.pngSquare) is your best move: it's plus enough on block that it makes it very hard for your opponent to punish it well. It's recommended that your familiarize yourself with which strings can end with it. It's recovery time is so fast it can actually be used to extend corner juggles.
  • While Medium Kick (Cross) is your best normal in terms of both combo routes and range, its recovery time isn't very good and provides time for your opponent to punish you for poking with it after many of your combo routes. It's best used with r-canceling.
  • Heat can be good to add a little extra damage to Chain Slash (Triangle), however most other moves that benefit from heat are mostly unsafe on block or string into combos with lots of breaker opportunities. It's not recommended you sacrifice good stage position to go out of your way to heat your chain to full.

Practical Combos

Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.png[TriangleTK-input-comma.png]Quarter CircleTK-input-comma.pngSquare > ]Triangle[
Hardknockdown.png 5 hits, 30 damage.
One of your best safe hard knockdown strings. Great to r-cancel with, and it optionally builds heat.

Cross (High counterable)TK-input-comma.pngSquarePlusTriangleTK-input-comma.pngForwardTK-input-comma.pngCross > ...
Launch.png 3 hits, 16 damage.
Tormentor's only known safe launching string. The second hit hits high, so its not great against crouching players.

Cross (High counterable)TK-input-comma.pngSquarePlusTriangleTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangle
Launch.png 6 hits, 37 damage.
An extended version of the above string that deals crazy damage when you have heat. It takes advantage of Medium Knee and Gut Punch's ability to string into each other, increasing their damage.

Cross (High counterable)TK-input-comma.pngSquarePlusTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngTriangle ...
Launch.png 3 hits, 16 damage.
Because the second hit uses Spinning Chain Slash's data, its affected by heat. A red hot chain can deal up to 41 damage with the first three hits alone. Guilty Lashes creates good distance, so it's not necessary to continue stringing after it if you don't want to give your opponent an opportunity to low counter.

Cross (High counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCross (Low counterable)TK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 5 hits, 32 damage.
A crouch killer and great as an R-Cancel string. While it presents two counter opportunities, this string’s long range and high damage is worth fishing for against players crouch blocking.

BackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 3 hits, 26 damage.
BackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 5 hits, 33 damage.
Two different timings to get a Charged Uppercut launch off of Spinning Sweep Kick opener.

Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircle (Low counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngForwardTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare (High counterable)
Launch.png 12 hits, 60 damage.
Square (High counterable)TK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngQuarter CircleTK-input-comma.pngCircle (High counterable)
Knockdown.png 7+1 hits, 24+16 damage.
A long launching string that deals tons of damage and only has two points to counter. Forego the first three jabs of the string against crouching players.
This second string is very risky as doesn't string into Ax Kick properly, but it will hose people who are expecting the above combo and who to low counter the sweep. Don't use this before conditioning your opponent first.


Mid-Stage Juggles

... > SquareTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.png[TriangleTK-input-comma.png]Quarter CircleTK-input-comma.pngCross > ]Triangle[
Hardknockdown.png 5 hits, 17 damage.
For building heat.

... SquareTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngCrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircle
Knockdown.png 12 hits, 27 damage.
For pure damage.

... > CrossTK-input-comma.pngSquarePlusTriangleTK-input-comma.pngForwardTK-input-comma.pngCrossTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngTriangle
Knockdown.png 5 hits, 17 damage.
For when you have heat stored. A very hot chain can deal massive damage for a mid-stage juggle.


Corner Juggles

... > ForwardTK-input-comma.pngCross > SquareTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngTriangleTK-input-comma.pngQuarter CircleTK-input-comma.pngSquare > CrossTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCircleTK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCrossTK-input-comma.pngCrossPlusCircle
Knockdown.png 14 hits, 37 damage.
Charged Punch, if used right up against the corner, can be followed up with a unique "wallsplat" juggle because of it's insane recovery time:
  • Jab (Square) can be used against Tormentor and Violet.
  • The above string uses Medium Kick (Cross), which be used against everyone else except Oddball, Cleetus, and Judas.
  • Either extension can be finicky depending on Tormentor's current stance. His closed stance (chain in left hand) tends to be more reliable.

... > Square > Full CircleTK-input-comma.pngTriangle
Hardknockdown.png 7 hits, 20 damage.
This is your simple juggle if you have heat. With one Chain Heater use, it deals 38. With a hot chain, it can deal up to 62 damage.


Max Damage Combos

Tormentor requires near-max heat in order for his combo strings to deal more than 100 damage. Since this means you either need to be left alone to build heat or hard knockdown your opponent anyways to create space to do so, going for single touch combos doesn't make sense for Tormentor.

Cross (High counterable)TK-input-comma.pngCrossTK-input-comma.pngCircleTK-input-comma.pngCross (Low counterable)TK-input-comma.pngSquarePlusTriangle (High counterable)TK-input-comma.pngQuarter CircleTK-input-comma.pngTriangleTK-input-comma.pngCross (Low counterable)TK-input-comma.pngTriangleTK-input-comma.pngCircleTK-input-comma.pngSquarePlusTriangle (High counterable)TK-input-comma.pngBackTK-input-comma.pngForwardTK-input-comma.pngSquareTK-input-comma.pngForwardTK-input-comma.pngCross > Square > Full CircleTriangle
Hardknockdown.png 20 hits, 72~122 damage.
Requires chain heat for big damage. Buffer the jab shortly before the Charged Uppercut animation ends, and on reaction to the jab quickly input the Full Circle motion.


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TormentorOddballBelladonnaDr. FaustusThe ImpVioletMammothCleetusCainJudasMarukka