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 gives Velvet the potential to close off rounds with relatively few touches. Her zoning projectiles also deal huge amounts of chip damage on block, putting constant pressure on her opponents to find a way in or watch their health bar melt away.
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
6
18
0
6
17
-1
0
15
0.83
vs. Airborne
16
-2
19
+1
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
2, 8
17, 19
0
2, 8
21, 17
-2
-20, -35
40, 25
0.83, 0.97
vs. Airborne
20, 23
+4
23, 26
+7
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
All Velvets know the pain of this move whiffing
All Velvets know the pain of this move whiffing
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
9
32
0
9
17
-15
-45
55
0.97
vs. Airborne
26
-6
29
-3
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
7
17
-2
7
16
-3
0
15
0.83
vs. Airborne
16
-1
19
0
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 Chains into 5B
10
6
16
vs. Grounded
9
22
+1
9
18
-3
-10
50
0.95
vs. Airborne
20
-1
23
+2
Velvet forms a small sculpture of ice resembling that of herself. Decent disjointed poke and punish starter.
Pressing this while sliding DOES NOT stop your momentum, unlike her other crouching normals. Slide into 2B is essential for hit confirming off Eruptions.
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 Chains into 5C
13
6
25
vs. Grounded
11
30
0
11
16
-14
-45
55
0.97
vs. Airborne
33
+3
36
+6
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
4, 7
16, 21
+9 ~ +21
4, 7
15, 11
+7 ~ +15
0, 0
115, 0
0.9 [x2]
vs. Airborne
-60, -60
55, 0
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
Either you're comboing or you just flubbed a TK icicle B
Either you're comboing or you just flubbed a TK icicle 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
1, 2, 9
16, 16, 30
+9 ~ +30
1, 2, 9
17, 11, 14
-16 ~ +15
-51, -51, -51
109, 0, 0
0.97 [x3]
vs. Airborne
-86, -76, -66
74, 0, 0
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
2, 3, 1 (6 Total)
16
vs. Grounded
1, 3, 8
21, 21, 50
+20 ~ +38
1, 3, 8
13, 13, 19
+3 ~ +12
-60 [x3]
140, 0, 0
0.97 [x3]
vs. Airborne
21, 21, Varies
Launch
-120 [x3]
80, 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.
Unlike some other multi-hit jumping normals, all hits of this move must be blocked high rather than only the first one.
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
9
18
-14
9
21
-11
50
65
0.83
vs. Airborne
38
+6
13
-19
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
15
26 (pre-JDmax) 24 (post-JDmax)
-7
15
17
-16
-70
30
0.83
vs. Airborne
-35
65
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.
The animation of the sculpture forming will still play in full if the move is kara-cancelled into Icicle C, which occasionally causes the appearance of a sort of "ghost" 3C.
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
Throw
Hard Knockdown Damage Scaled to 50%
6
3
23
vs. Grounded
+36 (HKD)
0
0
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
Throw
Hard Knockdown Damage Scaled to 50%
6
3
23
vs. Grounded
+39 (HKD)
0
0
vs. Airborne
Velvet grabs the opponent and freezes them, before tossing them behind her.
If performed while you're in the corner, it can be combo'd into a 5A. It is a one-frame link, though. Another quirk with this throw is that it doesn't quite put the opponent into the corner, so if you meaty with a jump forward j.C, it will hit cross-up.
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]
Throw
Hard Knockdown Damage Scaled to 50%
8
3
18
vs. Grounded
>+38 (HKD)
0
0
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!"
Version
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
A
125 (125 Chip)
Mid
Projectile
50
-
27
vs. Grounded
21
17
+38
21
10
+31
60
60
0.97
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.
Due to the game's generous special input buffer (~20 frames), it's easy to accidentally perform Eruptions instead of summoning Icicles after moving forward. Performing a half-circle motion instead to summon Icicles is an option that can be used to prevent this from happening.
B
160 (160 Chip)
Mid
Projectile
76
-
27
vs. Grounded
22
17
+39
22
10
+32
60
60
0.97
vs. Airborne
Same as before but with a longer delay and slightly more damage.
C
205 (205 Chip)
Mid
Projectile
106
-
27
vs. Grounded
24
17
+41
24
10
+34
60
60
0.97
vs. Airborne
Same as before but with a long delay and even more damage.
j.A/B/C
160 (160 Chip)
Mid
Projectile
96
-
20
vs. Grounded
22
17
+39
22
10
+32
60
60
0.97
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.
[Bug] If an air icicle is summoned, the camera is moved, and the icicle doesn't at all or completely re-enter the screen on launch, Velvet will become unable to summon air icicles until the stage is reset - as if the icicle was still on screen. This seems to generally only happen with Air Icicle A due to its sharply angled trajectory.
Toggle Hitboxes
Toggle Hitboxes
Shatter
Shatter 214A/B/C
>insert maniacal laughter here
>insert maniacal laughter here
It's 30 frames but you're still getting hit
It's 30 frames but you're still getting hit
Version
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
A
210 (160 Chip)
Low
Projectile Hard Knockdown
19
9
34
vs. Grounded
0 / 16
>21
+27 (HKD)
0 / 4
19
-19
155
155
0.67
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.
B
250 (190 Chip)
Mid
Armor Break Hard Knockdown No Special Cancel on Block
13
7
32
vs. Grounded
15
>43
+39 (HKD)
15
21
-17
65
65
0.95
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.
C
175 (135 Chip)
High
Projectile Bounce
30
7
37
vs. Grounded
0 / 30
>38
Bounce
0 / 4
19
-20
150
150
0.67
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.
Has airborne hurtbox and collision starting on frame 15.
Toggle Hitboxes
Toggle Hitboxes
Ice Eruption
Ice Eruption 623A/B/C
"SPIKES!"
"SPIKES!"
"Stabby-stabby!"
"Stabby-stabby!"
Version
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
A
200 (150 Chip)
Low
Projectile
24
4
13
vs. Grounded
0 / 5
37
SKD
0 / 4
14
+2
40
40
1
vs. Airborne
23
+12
6
-6
55
55
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 (150 Chip)
Low
Projectile
24
4
13
vs. Grounded
0 / 5
37
SKD
0 / 4
14
+2
40
40
1
vs. Airborne
23
+12
6
-6
55
55
The medium version of this attack summons spikes at a medium distance infront of her.
C
200 (150 Chip)
Low
Projectile
24
4
13
vs. Grounded
0 / 5
37
SKD
0 / 4
14
+2
40
40
1
vs. Airborne
23
+12
6
-6
55
55
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 (95 Chip)
Mid
Projectile
14
-
18
vs. Grounded
15, 32
14+, 32
65
65
0.97
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 (95 Chip)
Mid
Projectile
19
-
3
vs. Grounded
43
32
95
95
0.97
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 (95 Chip)
Mid
Projectile
19
-
3
vs. Grounded
43
32
95
95
0.97
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 (95 Chip)
Mid
Projectile
19
-
3
vs. Grounded
43
32
95
95
0.97
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!"
Version
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
6D
-
-
-
10
15+
7
vs. Grounded
26+, increases per frame active.
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.
You can use 4D to extend the hitstun of a distant stray hit (ex: icicles, 5D), pulling them in close enough to convert into combo. This, however, increases the juggle decay the longer you hold it.
4D
-
-
-
10
15+
7
vs. Grounded
20+, increases per frame active
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] (65 [x3] Chip)
Low
Projectile Invulnerable (1-19) Tumble
19
2 (3) 2 (3) 2
10
vs. Grounded
Tumble
-6
5, 5, 5
5, 5, 5
1 [x3]
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 (15 [x18], 75, 150 Chip)
Mid
Projectile Forced HKD
0+10
90
90
vs. Grounded
HKD
-32
0
0
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 (15 [x10], 150 Chip)
Mid
Can Activate on Block Stagger
0
52
50
vs. Grounded
48
-17
0
0
vs. Airborne
Velvet fortifies her cyclone, creating stronger, chilling winds that freeze her opponent (if hit), slowing their movement and attacks down to half of their normal speed for about 5 seconds afterward. This move also instantly restores 3 stacks of magic when cast, and unlike most other characters, can be cast regardless of if her Level 1 hits or not.
While the opponent is frozen, using Wind will not add any JD.
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
Command Grab
Strike Invulnerable (1-6) Forced HKD
7+0
23
70
vs. Grounded
0
vs. Airborne
Spend 3 bars to use an (mostly, to everything except the greatest air throw read of all time) 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.
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Cross-Canter
Cross-Canter 6XX (While Blocking)
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
80 (Recoverable Health)
Mid
Strike-Invulnerable (f1-16) Autoguard (f17-25)
23
9
54
vs. Grounded
-
-
0 (HKD)
5
13
-49
0
0
1
vs. Airborne
In exchange for 1/2 a bar of super meter, cross-canter interrupts your blockstun with a strike-invulnerable counterattack. Leads to a hard knockdown on hit with no frame advantage, resetting both opponents to neutral at a medium distance apart. The user will also be locked out of gaining super meter for 5 seconds, stacking up to 10 seconds if cross-canter is used repeatedly.
This can be a strong option to escape pressure, but don't overdo it - it can be thrown during startup and is extremely punishable on block or whiff.