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 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 your 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 easier 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 means you can 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: A lot of your normals have high recovery, meaning they are very easy to whiff punish. This, on top of specific hitboxes, means you have to be extra wary of spacing
Short Pressure Sequences: No safe resourceless special to end on means a lot of your pressure routes will end with your B normals, heavily restricting your offense. No unreactable lows also means she has a very hard time punishing upback
Vulnerable to Corner: Requiring proper space for her gameplan against a roster of fast characters with fast movement options and long reach means it is easy for Velvet to be walked to the corner when disengaging. Having a punishable DP means she will have to make pre-emptive plays to escape.
Movement
Walk: Velvet is tied with Oleander for the slowest 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.
Normal Moves
5A
5A
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
35
Mid
5
1
18
0
-1
0
15
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.
6A
6A
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
70
Mid
9
6
27
-14
-11
50
65
Velvet breathes a gust of frosty air upward to hit her opponents, airborne or on ground. Has the most active frames of any 6A, making it a reliable anti-air. Jump-cancels on hit.
5B
5B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
35, 40
Mid
10
1(9)1
19
0
-2
-20, -35
40, 25
Velvet quickly swings out her foreleg twice in an attempt to hit her opponent. Either hit can be cancelled.
5C
5C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
155
Mid
13
4
29
0
-15
-45
55
Velvet does a quick spin, before slamming her opponent with a wave of ice. Has good range, but will miss crouching opponents far away.
2A
2A
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
25
Mid
6
6
14
-2
-3
0
15
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 2A despite doing less damage.
2B
2B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
90
Mid
10
6
16
1
-3
-10
50
Velvet forms a small sculpture of ice resembling that of herself. Decent disjointed poke and punish starter.
2C
2C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
170
Mid
13
6
25
0
-14
-45
55
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.
3C
3C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
130
Mid
12
9
25
Launch
-16
-70
30
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.
j.A
j.A
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
30, 50
High
9
1(2)1
4
-
-
0,0
115,0
Velvet creates a quick, double-hitting cross with her legs. Has the best downwards hitbox of her jump normals.
j.B
j.B
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
20, 30, 80
High
11
8(3)5
14
-
-
-51,-51,?
109,0,0
Velvet uppercuts with a volley of frost, multi-hitting opponents. Barely hits below her, but can hit opponents above her in midair.
j.C
j.C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
60[x3]
High
16
6
16
-
-
-60,-60,-60
140,0,0
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.
Special Moves
Icicle Missile
Icicle Missile 236A/B/C Air OK
"Beautiful!"
"Beautiful!"
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
A
125
Mid
50
-
27
38
29
60
60
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.
B
160
Mid
76
-
27
39
31
60
60
Same as before but with a longer delay and slightly more damage.
C
205
Mid
106
-
27
41
34
60
60
Same as before but with a long delay and even more damage.
j.A/B/C
160
Mid
96
-
20
41
31
60
60
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.
Shatter
Shatter 214A/B/C
>insert meniacal laughter here
>insert meniacal laughter here
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
A
210
Low
19
9
34
HKD, 27
-19
155
155
"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. Is considered a projectile.
B
250
Mid
13
7
32
HKD, 38
-17
65
65
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.
C
175
High
30
7
37
Bounce
-20
150
150
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.
Ice Eruption
Ice Eruption 623A/B/C
"SPIKES!"
"SPIKES!"
"Stabby-stabby!"
"Stabby-stabby!"
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
A
200
Low
24
2
15
Launch
2
40
40
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.
B
200
Low
24
2
15
Launch
2
40
40
The medium version of this attack summons spikes at a medium distance infront of her.
C
200
Low
24
2
15
Launch
2
40
40
The heavy version of this attack summons spikes at a long distance infront of her.
Super
Ice Cyclone 236XX
"TOOooooOORNADO!"
"TOOooooOORNADO!"
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
20[x18], 100, 300
Mid
0+10
90
90
HKD
-32
0
0
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.
Follow Up
Frostbite 214XX
"CHILL OUT!"
"CHILL OUT!"
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
10[x10], 150
Mid
0
52
50
48
-17
0
0
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 Super
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100[x2], 200[x7], 400[x3], 200
Grab
6+1
23
70
0
-
-
-
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.
Throws
Forward Throw
Forward Throw B+C / 6B+C
"Did you slip?"
"Did you slip?"
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
400
Grab
6
3
23
HKD, 36
-
0
0
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.
Back Throw
Back Throw 4B+C
"What have ve here...?"
"What have ve here...?"
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
400
Grab
6
3
23
HKD, 39
-
0
0
Velvet grabs the opponent and freezes them, before tossing them behind her.
Air Throw
Air Throw j.B+C
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
75[x4]
Grab
8
3
18
HKD 38+
-
0
0
Velvet grabs the opponent and freezes them, before tossing them away from her. Can be combo'd out of with magic snowballs.
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
125
Mid
14
-
18
15, 32
14+, 32
65
65
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.
Snowball Toss
Snowball Toss 1D/2D/3D
"Poke!"
"Poke!"
"Pew!"
"Pew!"
"Beautiful!"
"Beautiful!"
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
1D
125
Mid
19
-
3
43
32
95
95
Velvet fires a snowball from right behind her that goes in a long arc forward. Costs 1 stack of magic.
2D
125
Mid
19
-
3
43
32
95
95
Velvet fires a snowball upward that goes in a high-arc to land just infront of her. Costs 1 stack of magic.
3D
125
Mid
19
-
3
43
32
95
95
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.
Magic Wind
Magic Wind 6D/4D
"Whoosh!"
"Whoosh!"
Version
Base Damage
Guard
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
6D
-
-
10
15+
7
-
-
-
26+, increases per frame active.
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.
4D
-
-
10
15+
7
-
-
-
20+, increases per frame active
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
Startup
Active
Recovery
Adv on Hit
Adv on Block
First Hit Juggle Decay
Base Juggle Decay
100 [x3]
Low
19
2(3)2(3)2
10
Tumble
-6
5,5,5
5,5,5
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 19 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.