Them's Fightin' Herds/Velvet

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Velvet 2.png
Velvet
Species: Reindeer
Playstyle: Zoner (Keepaway)
HP: 5100
Meter Size: 250
Movement Options: Slide
Voice Actor: Tia Ballard
Stage(s): Reine, Wee Hours

Profile

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
TFH Velvet 5A.png
TFH Velvet 5A hb.png
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
TFH Velvet 5B.png
TFH Velvet 5B hb 1.png
TFH Velvet 5B hb 2.png
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
TFH Velvet 5C.png
TFH Velvet 5C hb.png
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
TFH Velvet 2A.png
TFH Velvet 2A hb.png
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
TFH Velvet 2B.png
TFH Velvet 2B hb.png
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
TFH Velvet 2C.png
TFH Velvet 2C hb.png
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
TFH Velvet jA.png
TFH Velvet jA hb.png
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
TFH Velvet jB.png
TFH Velvet jB hb 1.png
Either you're comboing or you just flubbed a TK icicle B
Either you're comboing or you just flubbed a TK icicle B
TFH Velvet jB hb 2.png
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
TFH Velvet jC.png
TFH Velvet jC hb.png
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
TFH Velvet 6A.png
TFH Velvet 6A hb.png
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
TFH Velvet 3C.png
TFH Velvet 3C hb.png
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
TFH Velvet FT.png
TFH Velvet T hb.png
"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
TFH Velvet BT.png
TFH Velvet T hb.png
"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
TFH Velvet AT.png
TFH Velvet AT hb.png
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
TFH Velvet 236A.png
TFH Velvet 236A hb.png
TFH Velvet j236A hb.png
TFH Velvet j236C hb.png
"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
TFH Velvet 214A.png
TFH Velvet 214A hb.png
TFH Velvet 214B.png
TFH Velvet 214B hb.png
>insert maniacal laughter here
>insert maniacal laughter here
TFH Velvet 214C.png
TFH Velvet 214C hb.png
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
TFH Velvet 623A.png
TFH Velvet 623A hb.png
"SPIKES!"
"SPIKES!"
TFH Velvet 623B.png
"Stabby-stabby!"
"Stabby-stabby!"
TFH Velvet 623C.png
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
TFH Velvet 5D.png
TFH Velvet D hb.png
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
TFH Velvet 1D.png
"Poke!"
"Poke!"
TFH Velvet 2D.png
"Pew!"
"Pew!"
TFH Velvet 3D.png
"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
TFH Velvet 6D.png
"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
TFH Velvet 623D.png
TFH Velvet 623D hb.png
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
TFH Velvet Super.png
TFH Velvet 236XX hb.png
"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
TFH Velvet SuperFollowUp.png
"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
TFH Velvet Level3.png
TFH Velvet 63214XX hb.png
"You're quite beautiful! When you aren't moving."
"You're quite beautiful! When you aren't moving."
TFH Velvet Level3 Finisher.png
"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.

Toggle Hitboxes
Toggle Hitboxes

Cross-Canter

Cross-Canter
6XX (While Blocking)
TFH Velvet CC.png
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.

Colors

Velvet ( A )
Icy ( B )
Ice Pop ( C )
Solstice ( D )
Maniacal Laughter (TU)
Cotton Tail (VC)
Deep Winter ( A+B+C )
Strong Hoof ( D+TU+VC)
Below Zero ( A+D )
Neapolitan ( A+B+D )
Mulled Wine ( C+D )
Butter Caramel ( A+C+D )
640 ( B+C+D )
Aura ( A+B+C+D )
Arctic Blue ( A+B )
Oh Deer ( A+TU)
Ice & Fire ( B+TU)
Chilling ( A+B+TU)
Arctic ( C+TU)
Deep Blue ( A+C+TU)
Chestnut ( B+C+TU)
Equinox ( A+B+C+TU)
Niflheim ( D+TU)
Valentino ( A+D+TU)
VIP ( B+D+TU)
Chilly Sunrise ( A+B+D+TU)
Candy Floof ( C+D+TU)
Winter Night ( A+C+D+TU)
Frosty ( B+C+D+TU)
Winter Sunset ( A+B+C+D+TU)
Majestic Milliner ( A+C )
Glacial ( A+VC)
Bird of Prey ( B+VC)
FRZN ( A+B+VC)
Just Fabulous ( B+D )
A Song of Ice ( B+C )
Red Velvet (?)
Koyousetsu (?)


General
Controls
FAQ
Glossary
HUD
Links
System
Characters
Arizona
Oleander
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Texas
Stronghoof
Nidra
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Events