Velvet enjoys premiere status as a member of Reine City‘s ruling elite, the peak of modern civilization at the center of the world, high in the frozen north. She is the daughter of Jarl Stronghoof Hoofstrong, whose family line has been passed down his family line for generations.
No deer in Reine is Velvet’s equal in the practice of Winter Magic, in form nor in function. She is perfection personified, supremacy symbolized. Those who dare challenge her will be left with nothing but a cold shoulder.
A grand tournament was held in Reine City to determine who was most fit to answer the Council’s call and become Foenum’s Champion. Velvet trounced all opposition without so much as breaking a sweat. Haven’t heard the news? Well, you’re forgiven for now. Can’t rightly blame someone for living under a rock. You’ll see… soon enough. [1]
Gameplan
Velvet's toolset allows for a more defensive, zoning playstyle. She has a good backdash, effective reversal, strong anti-airs, and oppressive projectiles, as well as a variety of specials to help lock the opponent down. However, her close-range options aren't the best, with few low attacks and poor framedata on some of her normals. While she can use various tools to pressure the opponent offensively, her offense is more based on traditional frametraps and throws rather than other mixups. Otherwise, her zoning is the most potent in the game.
Strengths
Weaknesses
Wide Array of Zoning Tools: Icicles, eruptions, shatters, and snowballs all contribute well to Velvet's versatile zoning.
Great Anti-Airs: Almost all of Velvet's normals have high hitboxes or low profiles, giving you several versatile anti-airs to play around with.
High Meter Gain: Having the smallest meter size in the game, Velvet can gain meter more easily than any other character, giving her near-constant access to Cross Canter, and making her already good level 3 super even more threatening.
High Damage: High damage off of almost any starter and good chip damage give Velvet the potential to close off rounds with relatively few touches.
Resource Intensive: Velvet requires magic for a lot of her higher damage routes, zoning patterns, and pressure resets, making this gained-over-time resource valuable.
Committal Normals: Some of Velvet's normals have long recovery or awkward hitboxes, making them easier to whiff punish.
Short Pressure Sequences: A general lack of safe resourceless options to end blockstrings with means a lot of pressure routes will end with B normals, heavily restricting Velvet's options on offense. Not having any fast lows also means she has a very hard time punishing upback.
Vulnerable to Corner: Requiring proper space for her gameplan against a roster of characters with fast movement options and long reach means it is easy for Velvet to be walked to the corner when disengaging. With only one real reversal option that sometimes trades awkwardly and loses to jump-ins, it can be very difficult for Velvet to escape without a hard read.
Movement
Walk: Velvet has a slow walk speed, moving forward and backward at 4 hu/frame.
Dashes: Like everyone else, Velvet can dash on the ground. Her forward dash is very quick, and her 22 frame backdash is quicker than the rest of the casts’ by 2 frames.
Slide: An ability unique to Velvet, Velvet can slide forward and backward if she holds crouch after dashing, allowing her to approach/retreat while blocking low. It also significantly improves her wavedash.
Jump: Velvet, like any other character, can jump. However, her jump arc is significantly shorter than the rest of the cast, slightly limiting its usefulness.
Command List
Normal Moves
Standing Normals
5A
5A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35
Mid
Chains into Self
5
1
18
vs. Grounded
0
-1
vs. Airborne
Velvet swipes out with her hoof once. Her fastest attack, good for quick challenges or punishes. Only has one active frame, so it's not great as a meaty or neutral tool. Hits higher than most other jabs, letting it be used to hit jumping or flying opponents.
Toggle Hitboxes
Toggle Hitboxes
5B
5B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
35, 40
Mid
Forces Stand
10
1 (9) 1
19
vs. Grounded
0
-2
vs. Airborne
Velvet quickly swings out her foreleg twice in an attempt to hit her opponent. Either hit can be cancelled.
Toggle Hitboxes
Toggle Hitboxes
5C
5C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
155
Mid
-
13
4
29
vs. Grounded
0
-15
vs. Airborne
Velvet does a quick spin, before slamming her opponent with a wave of ice. Has good range, but will miss crouching opponents far away. Has a crouching hurtbox from frames 2-11, then an extended rear hurtbox for the remainder of the move.
Toggle Hitboxes
Toggle Hitboxes
Crouching Normals
2A
2A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
25
Mid
Chains into Self
6
6
14
vs. Grounded
-2
-3
vs. Airborne
Not a low. Velvet pokes the enemy with an icicle. Has a decent amount of active frames, as well as a disjoint, making it a better poke/meaty than 5A despite doing less damage.
Toggle Hitboxes
Toggle Hitboxes
2B
2B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
90
Mid
Forces Stand Cancels into 5B
10
6
16
vs. Grounded
1
-3
vs. Airborne
Velvet forms a small sculpture of ice resembling that of herself. Decent disjointed poke and punish starter.
Toggle Hitboxes
Toggle Hitboxes
2C
2C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
170
Mid
Forces Stand Cancels into 5C
13
6
25
vs. Grounded
0
-14
vs. Airborne
Velvet spins around and bucks the opponent with her back hooves. Has a very short hurtbox for the first 23 frames, making it good as a poke/anti air. Does more damage than 5C and hits crouchers at range, making it a more reliable punish. Can cancel into 5C if 5C was not used in the chain yet. Amazing anti-air.
Toggle Hitboxes
Toggle Hitboxes
Jumping Normals
j.A
j.A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
30, 50
High
-
9
1 (2) 1
4
vs. Grounded
9 ~ 21
7 ~ 15
vs. Airborne
Velvet creates a quick, double-hitting cross with her legs. Has the best downwards hitbox of her jump normals.
Toggle Hitboxes
Toggle Hitboxes
j.B
j.B
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
20, 30, 80
High
-
11
8 (3) 5
14
vs. Grounded
9 ~ 30
-16 ~ 15
vs. Airborne
Velvet uppercuts with a volley of frost, multi-hitting opponents. Barely hits below her, but can hit opponents above her in midair.
Toggle Hitboxes
Toggle Hitboxes
j.C
j.C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
60 [x3]
High
Wallbounce (Air Only)
16
6
16
vs. Grounded
20 ~ 37 (Grounded) Launch (Airborne)
3 ~ 12
vs. Airborne
Velvet spews out a cone of frost from her mouth, knocking opponents backward. Moves Velvet backwards, changing her jump arc. This move also induces a wall-bounce on midair opponents. You can only use one wall-bounce per combo. On grounded opponents, causes a ton of hitstun. Can cancel into icicle summon on whiff.
Toggle Hitboxes
Toggle Hitboxes
Command Normals
6A
6A
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
70
Mid
Jump-Cancellable on Hit Forces Stand
9
6
27
vs. Grounded
-14
-11 (Grounded) -19 (Airborne)
vs. Airborne
Velvet breathes a gust of frosty air upward to hit her opponents, airborne or on ground. Has the second most active frames of any 6A, with Stronghoof’s 6A being the most with 8 frames, making it a reliable anti-air. Jump-cancels on hit.
Toggle Hitboxes
Toggle Hitboxes
3C
3C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
130
Mid
Jump-Cancellable on Hit
12
9
25
vs. Grounded
Launch
-16
vs. Airborne
Velvet forms a beautiful, gorgeous sculpture of herself providing a totally-accurate-and-not-exaggerated-at-all representation of her strength to launch her opponents upward. Jump cancels on hit, horribly unsafe on block.
Toggle Hitboxes
Toggle Hitboxes
Throws
Forward Throw
Forward Throw B+C / 6B+C
"Did you slip?"
"Did you slip?"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Grab
Hard Knockdown Forced 50% Scaling
6
3
23
vs. Grounded
36 (HKD)
vs. Airborne
Velvet grabs the opponent and freezes them, before tossing them away from her. Can be combo'd out of if an icicle/snowball is set up before.
Toggle Hitboxes
Toggle Hitboxes
Back Throw
Back Throw 4B+C
"What have ve here...?"
"What have ve here...?"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
400
Grab
Hard Knockdown Forced 50% Scaling
6
3
23
vs. Grounded
39 (HKD)
vs. Airborne
Velvet grabs the opponent and freezes them, before tossing them behind her.
Toggle Hitboxes
Toggle Hitboxes
Air Throw
Air Throw j.B+C
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
75 [x4]
Grab
Hard Knockdown Forced 50% Scaling
8
3
18
vs. Grounded
38+ (HKD)
vs. Airborne
Velvet grabs the opponent and freezes them, before tossing them away from her. Can be combo'd out of with magic snowballs.
Toggle Hitboxes
Toggle Hitboxes
Special Moves
Icicle Missile
Icicle Missile 236A/B/C Air OK
"Beautiful!"
"Beautiful!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125 (70 Chip)
Mid
Projectile
50
-
27
vs. Grounded
38
29
vs. Airborne
Velvet forms an icicle and fires it at the opponent. It takes a while to fire, and if Velvet is hit, the projectile is dismantled. Tends to whiff on crouching opponents midscreen and closer.
160 (85 Chip)
Mid
Projectile
76
-
27
vs. Grounded
39
31
vs. Airborne
Same as before but with a longer delay and slightly more damage.
205 (125 Chip)
Mid
Projectile
106
-
27
vs. Grounded
41
34
vs. Airborne
Same as before but with a long delay and even more damage.
160 (85 Chip)
Mid
Projectile
96
-
20
vs. Grounded
41
31
vs. Airborne
Air icicle. Each version does the same damage and has the same delay. Instead, the icicle's angle is determined by button strength. A goes downwards, B has the same angle as a grounded icicle, and C goes perfectly straight. An air icicle can be active at the same time as a ground icicle, allowing Velvet to summon two icicles at a time.
Toggle Hitboxes
Toggle Hitboxes
Shatter
Shatter 214A/B/C
>insert maniacal laughter here
>insert maniacal laughter here
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
210 (100 Chip)
Low
Projectile Hard Knockdown
19
9
34
vs. Grounded
27 (HKD)
-19
vs. Airborne
"Now, despite what she may say, Velvet is perfectly willing to touch you with a 10 foot pole." ~Oleander, on Velvet's Shatter A move
Shoots a path of frost forward that hits low, and one of Velvet's only low attacks. Very disjointed, unsafe on block unless cancelled into magic attacks.
250 (90 Chip)
Mid
Hard Knockdown No Special Cancel on Block
13
7
32
vs. Grounded
38 (HKD)
-17
vs. Airborne
Summons ice spikes ontop of Velvet that hit enemies. Can't be cancelled into magic on block. Has a low hurtbox, but not really a good anti-air. Generally used as a combo ender.
175 (130 Chip)
High
Projectile Bounce
30
7
37
vs. Grounded
Bounce
-20
vs. Airborne
An overhead that summons a massive icicle to crush the opponent. Slow overhead, but still effective, because players tend to try and crouch under icicles, 5C, and block low eruptions. Can be made safe if spaced or covered with an icicle. Also works as a combo extender, using a groundbounce.
Toggle Hitboxes
Toggle Hitboxes
Ice Eruption
Ice Eruption 623A/B/C
"SPIKES!"
"SPIKES!"
"Stabby-stabby!"
"Stabby-stabby!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
200 (90 Chip)
Low
Projectile Knockdown
24
2
15
vs. Grounded
Launch
2
vs. Airborne
Velvet summons a patch of ice spikes beneath her opponent, dealing damage. Different versions summon at different distances, but they are always bounded by the side of the arena if they would otherwise exceed it. The light version of this attack does a short distance infront of her. One of Velvet's only low attacks. Is + on block.
200 (90 Chip)
Low
Projectile Knockdown
24
2
15
vs. Grounded
Launch
2
vs. Airborne
The medium version of this attack summons spikes at a medium distance infront of her.
200 (90 Chip)
Low
Projectile Knockdown
24
2
15
vs. Grounded
Launch
2
vs. Airborne
The heavy version of this attack summons spikes at a long distance infront of her.
Toggle Hitboxes
Toggle Hitboxes
Magic
Velvet specializes in ice magic, and is tied with Paprika and Shanty for the most magic in the game with a maximum of 6 stacks. She starts with 0 magic at the beginning of the round, but regenerates it slowly. Using her follow-up super also restores 3 stacks of magic.
Instant Snowball
Instant Snowball 5D
smug deer is smug
smug deer is smug
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125 (50 Chip)
Mid
Projectile
14
-
18
vs. Grounded
15, 32
14+, 32
vs. Airborne
Velvet fires off a snowball quickly, using 1 stack of magic. Very fast, combos on hit, and is a massive +14 on block. Can be used to make moves like 2C or 214A safe, as well as being a very fast and effective projectile.
Toggle Hitboxes
Toggle Hitboxes
Snowball Toss
Snowball Toss 1D/2D/3D
"Poke!"
"Poke!"
"Pew!"
"Pew!"
"Beautiful!"
"Beautiful!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
125 (50 Chip)
Mid
Projectile
19
-
3
vs. Grounded
43
32
vs. Airborne
Velvet fires a snowball from far infront of her that goes in a long arc backward to land on her. Costs 1 stack of magic.
125 (50 Chip)
Mid
Projectile
19
-
3
vs. Grounded
43
32
vs. Airborne
Velvet fires a snowball upward that goes in a high-arc to land just infront of her. Costs 1 stack of magic.
125 (50 Chip)
Mid
Projectile
19
-
3
vs. Grounded
43
32
vs. Airborne
Velvet fires a snowball from right behind her that goes in a long arc forward. Costs 1 stack of magic.
Magic Wind
Magic Wind 6D/4D
"Whoosh!"
"Whoosh!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
-
-
-
10
15+
7
vs. Grounded
vs. Airborne
Velvet pushes the opponent away from her by pirouetting and creating strong winds. This move requires at least 1 stack of magic to be available to use and drains it slowly over time. This also pushes airborne opponents up.
-
-
-
10
15+
7
vs. Grounded
vs. Airborne
Velvet pulls the opponent closer to her by pirouetting and creating strong winds. This move requires at least 1 stack of magic to be available to use and drains it slowly over time.
Magic Ice Eruption
Magic Ice Eruption 623D
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100 [x3] (45 [x3] Chip)
Low
Projectile Invulnerable (1-18) Tumble
19
2 (3) 2 (3) 2
10
vs. Grounded
Tumble
-6
vs. Airborne
Velvet creates a quick, multi-hitting eruption of ice infront of her that hits low and forces opponents backward. It requires 1 stack of magic and provides her with invincibility for the first 18 frames while casting. Can be punished with a jab after blocking while close enough, or with a jump, but otherwise is a powerful reversal, being able to start a combo on hit.
Toggle Hitboxes
Toggle Hitboxes
Super
Level 1
Ice Cyclone 236XX
"TOOooooOORNADO!"
"TOOooooOORNADO!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
20 [x18], 100, 300
Mid
Projectile Forced HKD
0+10
90
90
vs. Grounded
HKD
-32
vs. Airborne
Velvet creates a cyclone of wind and ice, blowing opponents away from her and hitting them multiple times as they are forced to the side of the screen.
Toggle Hitboxes
Toggle Hitboxes
Level 2 (Follow Up)
Frostbite 214XX
"CHILL OUT!"
"CHILL OUT!"
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
10 [x10], 150
Mid
Stagger
0
52
50
vs. Grounded
48
-17
vs. Airborne
Velvet fortifies her cyclone, creating stronger, chilling winds that freeze her opponent (if hit), slowing them and their attacks down for a few seconds afterward. This move also instantly restores 3 stacks of magic when cast, and unlike other characters, can be cast regardless of if her Level 1 hits or not.
Level 3
Sculpted Perfection 63214XX
"You're quite beautiful! When you aren't moving."
"You're quite beautiful! When you aren't moving."
"Too cool for school."
"Too cool for school."
Base Damage
Guard
Properties
Startup
Active
Recovery
Hitstop
Hitstun
Adv. on Hit
Blockstop
Blockstun
Adv. on Block
First Hit Juggle Decay
Base Juggle Decay
JDG Multiplier
100 [x2], 200 [x7], 400 [x3], 200
Grab
Invulnerable (1-6) Forced HKD
6+0
23
70
vs. Grounded
0
vs. Airborne
Spend 3 bars to use an invincible command grab that is cannot be jumped after the super flash. It is inescapable when landing from a jump, allowing Velvet to mix between an unseeable command grab super, and an antiair blockstring into the inescapable command grab.