Them's Fightin' Herds/Velvet

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Character

Profile

Name: Velvet
Species: Reindeer
Stages: Reine, Morning Reine, Evening Reine
Voice Actor: Tia Ballard

Velvet is a doe from the city of Reine, within the country of Rein, within the Tundra--a land where Ice Sprites and Reindeer live together in symbiosis. She is known for her stunning grace, beauty, and self-centered attitude. However, her greatest feat is her ability to beat any opponent through her elite agility and control of ice magic.

Delicate and lithe, she is by no means the strongest, but she is by far the fastest and most agile of the Ice Sprites’ pets, and she demonstrates a talent for conjuring and controlling snow and ice that no other deer could hold a candle to. [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.

Movement Options

Jump: Velvet, like any other character, can jump. However, she has no super or shorthop variations.

Forward and Backdash: Velvet can do quick dashes forward and backward, but cannot run and walks fairly slow. Her backdash is the quickest in the game.

Slide: An ability unique to Velvet, Velvet can slide forward and backward if she crouches immediately after dashing, allowing her to approach/retreat while blocking low.

Normal Moves

5A
5A
TFH Velvet 5A.png
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.

6A
Anti-Air
TFH Velvet 6A.png
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
TFH Velvet 5B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
40, 45 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. Can't be cancelled into 2B.

5C
5C
TFH Velvet 5C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
140 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
TFH Velvet 2A.png
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

Velvet pokes the enemy with an icicle. Not a low. Has a decent amount of active frames, as well as a disjoint, making it a better poke/meaty than 5A despite doing less damage.

2B
2B
TFH Velvet 2B.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
100 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
TFH Velvet 2C.png
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
160 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 2C and hits crouchers at range, making it a more reliable punish. Can cancel into 5C if 5C was not used in the chain yet.

3C
3C
TFH Velvet 3C.png
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 ground / -35 air 30 ground / 65 air

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
TFH Velvet jA.png
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 ground / -60 air, 0 115 ground / 55 air, 0

Velvet creates a quick, double-hitting cross with her legs. Has the best downwards hitbox of her jump normals.

j.B
j.B
TFH Velvet jB.png
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, ?? ground / -86, -76, -66 air 109 ground / 74 air, 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
TFH Velvet jC.png
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 ground / -120, -120, -120 air 140 ground / 80 air, 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/j.
TFH Velvet 236A.png
"Beautiful!"
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A 100 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 130 Mid 76 - 27 39 31 60 60

Same as before but with a longer delay and slightly more damage.

C 170 Mid 106 - 27 41 34 60 60

Same as before but with a long delay and even more damage.

j. 130 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
TFH Velvet 214A.png
TFH Velvet 214B.png
>insert meniacal laughter here
TFH Velvet 214C.png
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
A 220 Low 19 9 34 27 (with HKD) -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 38 (with HKD) -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 220 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
TFH Velvet 623A.png
"SPIKES!"
TFH Velvet 623B.png
TFH Velvet 623C.png
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 ground / 55 air 40 ground / 55 air

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 ground / 55 air 40 ground / 55 air

The medium version of this attack summons spikes at a medium distance infront of her.

C 200 Low 24 2 15 Launch 2 40 ground / 55 air 40 ground / 55 air

The heavy version of this attack summons spikes at a long distance infront of her.


Super

Ice Cyclone
236XX
FHT Velvet Super.png
"TOOooooOORNADO!"
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
25[x3], 20[x14], 120, 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
TFH Velvet SuperFollowUp.png
"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.


Throws

Forward Throw
Forward Throw
B+C / 6B+C
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
400 initial, 120 minimum Throw 6 1 18 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
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
400 initial, 120 minimum Throw 6 1 18 HKD 36 - 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 Throw 8 3 13 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 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
smug deer is smug
Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
100 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
Version Base Damage Guard Startup Active Recovery Adv on Hit Adv on Block First Hit Juggle Decay Base Juggle Decay
1D 100 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 100 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 100 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
TFH Velvet 6D.png
"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 base+, 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
TFH Velvet 623D.png
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 2 5 [x3] 5 [x3]

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 22 frames while casting. Can be punished with a jump, but otherwise is a powerful reversal, being + if blocked and comboing on hit.


Combos

General

5A 2B 2C 623A Dash 2B 2C 214B - Basic Velvet combo.

Midscreen

Corner

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