Rising Thunder/Chel/Data: Difference between revisions

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==5L==
<section begin=Movelist/>
==Normals==
===<big>{{clr|2|cl.L}}</big>===
<section begin=cl.L/>
{{MoveData
{{MoveData
|image=Chel 5L.png
|name=close s.L
|caption= Hyakuretsukyaku!
|image=Chel cl.L.png
|name=5L
|caption=
|data=
|data=
{{AttackData-RT
  {{AttackData-RT
|damage= 30
  |damage=30
|stun= 50
  |stun=50
|guard= Mid(Whiffs crouch)
  |guard=Mid (Whiffs crouching)
|cancel= Spc/OD/KA
  |cancel=Spc/OD/KA
|startup= 5
  |startup=5
|active= 2
  |active=2
|recovery= 8
  |recovery=7
|total= 15
  |total=14
|advHit= 5
  |advHit=6
|advBlock= 3
  |advBlock=4
|description= Lorem ipsum once ate some ham. Unique properties would go here. }}
  |description=cancelable into Light attacks
  }}
}}
}}
==5M==
<section end=cl.L/>
===<big>{{clr|5|cl.M}}</big>===
<section begin=cl.M/>
{{MoveData
{{MoveData
|image=Chel 5M.png
|name=close s.M
|caption= Hyakuretsukyaku, but you're 80 and your legs aren't that limber anymore
|image=Chel cl.M.png
|name=5M
|caption=
|data=
|data=
{{AttackData-RT
  {{AttackData-RT
|version= Unchaged :)
  |damage=65
|damage= 70
  |stun=100
|stun= 100
  |guard=Mid
|guard= Mid(Whiffs crouch)
  |cancel=Spc/OD/KA
|cancel= OD/KA
  |startup=6
|startup= 7
  |active=3
|active= 3
  |recovery=8
|recovery= 14
  |total=17
|total= 24
  |advHit=8
|advHit= 2
  |advBlock=5
|advBlock= -1
  |description= string meaty and pressure tool due to it being very fast, advantageous, and hitting crouchers. Can do a 2m link after for an optimal frametrap that also combos, although the timing for the combo is strict.
|description= Lorem ipsum once ate some ham. Unique properties would go here. }}
  }}
{{AttackData-RT
|header= no
|version= Imaginary charged version
|damage= 70!
|stun= 100!
|guard= Mid(Whiffs crouch)
|cancel= OD/KA
|startup= 25+7
|active= 3
|recovery= 14
|total= 49
|advHit= launch
|advBlock= 6
|description= Lorem ipsum once ate some ham. Unique properties would go here. Powerhit}}
}}
}}
==5H==
<section end=cl.M/>
==clL==
==clM==
==clH==
==2L==
==2M==
==2H==
==8L==
==8M==
==8H==
==9L==
==9M==
==9H==
==j2L==
==6M==
==6H==
==S1v1==
==S1v2==
==S2v1==
==S2v2==
==S3v1==
==S3v2==
==S3v3==
==OD==
==Throw==
==Backthrow==
==Airthrow==


[[Category: Rising Thunder]]
===<big>{{clr|4|cl.H}}</big>===
<section begin=cl.H/>
{{MoveData
|name=close s.H
|image=Chel cl.H.png
|caption=
|data=
  {{AttackData-RT
  |damage=100
  |stun=200
  |guard=Mid
  |cancel=Spc/OD/KA
  |startup=7
  |active=5
  |recovery=22
  |total=34
  |advHit=-4
  |advBlock=-8
  |description=forces stand
  }}
}}
<section end=cl.H/>
===<big>{{clr|2|f.L}}</big>===
<section begin=f.L/>
{{MoveData
|name=far s.L
|image=Chel f.L.png
|caption=
|data=
  {{AttackData-RT
  |version=far s.L
  |damage=30
  |stun=50
  |guard=Mid (Whiffs crouching)
  |cancel=Spc/OD/KA
  |startup=5
  |active=2
  |recovery=8
  |total=15
  |advHit=5
  |advBlock=3
  |description=cancelable into Light attacks
  }}
  {{AttackData-RT
  |version=far s.L (alt)
  |damage=30
  |stun=50
  |guard=Mid (Whiffs crouching)
  |cancel=Spc/OD/KA
  |startup=5
  |active=2
  |recovery=8
  |total=15
  |advHit=5
  |advBlock=3
  |description=cancelable into Light attacks
  }}
}}
<section end=f.L/>
===<big>{{clr|5|f.M}}</big>===
<section begin=f.M/>
{{MoveData
|name=far s.M
|image=Chel f.M.png
|caption=
|data=
  {{AttackData-RT
  |damage=70
  |stun=100
  |guard=Mid (Whiffs crouching)
  |cancel=OD/KA
  |startup=7
  |active=3
  |recovery=14
  |total=24
  |advHit=2
  |advBlock=-1
  |description= would be a great poke to stuff approaches if it distance whiff on crouchers. Still, it's a decent anti air for space jump ins and a good options when you expect a dash in or standing button. Advances forward so the range I'd deceptively bigger then it seems
  }}
}}
<section end=f.M/>
 
===<big>{{clr|4|f.H}}</big>===
<section begin=f.H/>
{{MoveData
|name=far s.H
|image=Chel f.H.png
|caption=
|data=
  {{AttackData-RT
  |damage=105
  |stun=200
  |guard=Mid (Whiffs crouching)
  |cancel=OD/KA
  |startup=9
  |active=4
  |recovery=22
  |total=35
  |advHit=-3
  |advBlock=-7
  |description= Your best anti air normal, with a long range and great priority you'll use this when dp is on cooldown or when it would whiff due to distance. Not useful otherwise
  }}
}}
<section end=f.H/>
 
===<big>{{clr|2|cr.L}}</big>===
<section begin=cr.L/>
{{MoveData
|name=cr.L
|image=Chel cr.L.png
|caption=
|data=
  {{AttackData-RT
  |damage=30
  |stun=50
  |guard=Low
  |cancel=Spc/OD/KA
  |startup=6
  |active=2
  |recovery=8
  |total=16
  |advHit=5
  |advBlock=3
  |description= decent normal yo start your pressure with, as it frametraps into plenty, including cl.m, as well as being very bad go backdash on. cancelable into Light attacks
  }}
}}
<section end=cr.L/>
 
===<big>{{clr|5|cr.M}}</big>===
<section begin=cr.M/>
{{MoveData
|name=cr.M
|image=Chel cr.M.png
|caption=
|data=
  {{AttackData-RT
  |damage=65
  |stun=100
  |guard=Low
  |cancel=Spc/OD/KA
  |startup=7
  |active=3
  |recovery=15
  |total=25
  |advHit=1
  |advBlock=-2
  |description= a useful normal as it's a low longer then 2l but faster then 2h. It special cancels so it can lead to good reward, and is usually seen as the last frametrap attempt in strings to end turns with, canceling into fireball.
 
  }}
}}
<section end=cr.M/>
 
===<big>{{clr|4|cr.H}}</big>===
<section begin=cr.H/>
{{MoveData
|name=cr.H
|image=Chel cr.H.png
|caption=
|data=
  {{AttackData-RT
  |damage=100
  |stun=150
  |guard=Low
  |cancel=Spc/OD/KA
  |startup=8
  |active=4
  |recovery=27
  |total=39
  |advHit=sweep
  |advBlock=-12
  |description=
  }}
}}
<section end=cr.H/>
===<big>{{clr|2|dj.L}}</big>===
<section begin=dj.L/>
{{MoveData
|name=diagonal j.L
|image=Chel dj.L.png
|caption=
|data=
  {{AttackData-RT
  |damage=50
  |stun=50
  |guard=High
  |cancel=Special
  |startup=5
  |active=15
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=dj.L/>
===<big>{{clr|5|dj.M}}</big>===
<section begin=dj.M/>
{{MoveData
|name=diagonal j.M
|image=Chel dj.M.png
|caption=
|data=
  {{AttackData-RT
  |damage=80
  |stun=100
  |guard=High
  |cancel=None
  |startup=6
  |active=10
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=dj.M/>
===<big>{{clr|4|dj.H}}</big>===
<section begin=dj.H/>
{{MoveData
|name=diagonal j.H
|image=Chel dj.H.png
|caption=
|data=
  {{AttackData-RT
  |damage=100
  |stun=200
  |guard=High
  |cancel=None
  |startup=7
  |active=7
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=dj.H/>
===<big>{{clr|2|nj.L}}</big>===
<section begin=nj.L/>
{{MoveData
|name=neutral j.L
|image=Chel nj.L.png
|caption=
|data=
  {{AttackData-RT
  |damage=50
  |stun=50
  |guard=High
  |cancel=Special
  |startup=5
  |active=15
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=nj.L/>
===<big>{{clr|5|nj.M}}</big>===
<section begin=nj.M/>
{{MoveData
|name=neutral j.M
|image=Chel nj.M.png
|caption=
|data=
  {{AttackData-RT
  |damage=80
  |stun=100
  |guard=High
  |cancel=None
  |startup=6
  |active=10
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=nj.M/>
===<big>{{clr|4|nj.H}}</big>===
<section begin=nj.H/>
{{MoveData
|name=neutral j.H
|image=Chel nj.H.png
|caption=
|data=
  {{AttackData-RT
  |damage=100
  |stun=200
  |guard=High
  |cancel=None
  |startup=7
  |active=7
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=nj.H/>
===<big>{{clr|5|F+M}}</big>===
<section begin=F+M/>
{{MoveData
|name=F+M
|image=Chel F+M.png
|caption=
|data=
  {{AttackData-RT
  |damage=75
  |stun=100
  |guard=Mid
  |cancel=Spc/OD/KA
  |startup=20
  |active=4
  |recovery=12
  |total=36
  |advHit=3
  |advBlock=0
  |description=cancelable into specials on landing
  }}
}}
<section end=F+M/>
===<big>{{clr|4|F+H}}</big>===
<section begin=F+H/>
{{MoveData
|name=F+H
|image=Chel F+H.png
|caption=
|data=
  {{AttackData-RT
  |version=F+H
  |damage=55
  |stun=100
  |guard=Mid
  |cancel=OD/KA
  |startup=15
  |active=2
  |recovery=19
  |total=36
  |advHit=-
  |advBlock=-
  |description=cancelable into F+M
  }}
  {{AttackData-RT
  |version=F+H second hit
  |damage=55
  |stun=100
  |guard=Mid
  |cancel=OD/KA
  |startup=3
  |active=2
  |recovery=13
  |total=18
  |advHit=8
  |advBlock=4
  |description=cancelable into F+M
  }}
}}
<section end=F+H/>
===<big>{{clr|4|j.D+H}}</big>===
<section begin=j.D+H/>
{{MoveData
|name=j.D+H
|image=Chel j.D+H.png
|caption=
|data=
  {{AttackData-RT
  |damage=100
  |stun=200
  |guard=High
  |cancel=None
  |startup=9
  |active=7
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=crossup air attack
  }}
}}
<section end=j.D+H/>
 
==Throws==
===<big>{{clr|0|Forward Throw}}</big>===
<section begin=Forward Throw/>
{{MoveData
|name=Forward Throw
|image=Chel Forward Throw.png
|caption=
|data=
  {{AttackData-RT
  |damage=50+50
  |stun=50+0
  |guard=Unblk
  |cancel=KnAdv
  |startup=5
  |active=3
  |recovery=27
  |total=35
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=Forward Throw/>
===<big>{{clr|0|Back Throw}}</big>===
<section begin=Back Throw/>
{{MoveData
|name=Back Throw
|image=Chel Back Throw.png
|caption=
|data=
  {{AttackData-RT
  |damage=125
  |stun=150
  |guard=Unblk
  |cancel=None
  |startup=5
  |active=3
  |recovery=27
  |total=35
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=Back Throw/>
===<big>{{clr|0|Air Throw}}</big>===
<section begin=Air Throw/>
{{MoveData
|name=Air Throw
|image=Chel Air Throw.png
|caption=
|data=
  {{AttackData-RT
  |damage=55+55
  |stun=100+0
  |guard=Unblk
  |cancel=None
  |startup=5
  |active=3
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=can attack/block after 12 landing frames, and walk after 14 frames; landing cancelable into S1 after 2 frames and OD after 4 frames
  }}
}}
<section end=Air Throw/>
 
==Specials==
===<big>{{clr|6|S1.1}}</big>===
<section begin=S1.1/>
{{MoveData
|name=Night Sun
|image=Chel S1.1.png
|caption=
|data=
  {{AttackData-RT
  |damage=75
  |stun=100
  |guard=Mid
  |cancel=OD/KA
  |startup=15
  |active=1
  |recovery=35
  |total=51
  |advHit=-5
  |advBlock=-9
  |description=cooldown resets when projectile dies
  }}
}}
<section end=S1.1/>
===<big>{{clr|6|jS1.1}}</big>===
<section begin=jS1.1/>
{{MoveData
|name=Aerial Night Sun
|image=Chel jS1.1.png
|caption=
|data=
  {{AttackData-RT
  |damage=75
  |stun=100
  |guard=Mid
  |cancel=None
  |startup=15
  |active=1
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies
  }}
}}
<section end=jS1.1/>
===<big>{{clr|6|S1.2}}</big>===
<section begin=S1.2/>
{{MoveData
|name=Solar Flare
|image=Chel S1.2.png
|caption=
|data=
  {{AttackData-RT
  |damage=80
  |stun=100
  |guard=Mid
  |cancel=OD/KA
  |startup=14
  |active=1
  |recovery=33
  |total=48
  |advHit=knockback
  |advBlock=-7
  |description=cooldown resets when projectile dies
  }}
}}
<section end=S1.2/>
===<big>{{clr|3|S2.1}}</big>===
<section begin=S2.1/>
{{MoveData
|name=Crush Breeze
|image=Chel S2.1.png
|caption=
|data=
  {{AttackData-RT
  |version=Crush Breeze
  |damage=80 [60]
  |stun=125 [100]
  |guard=Mid
  |cancel=OD/KA
  |startup=8
  |active=11
  |recovery=41
  |total=60
  |advHit=launch
  |advBlock=-36
  |description=transitions into Crush Breeze Ender on clean hit, after exactly 20 frames; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter
  }}
  {{AttackData-RT
  |version=Crush Breeze Ender
  |damage=35!
  |stun=75!
  |guard=Mid
  |cancel=None
  |startup=19
  |active=4
  |recovery=33
  |total=56
  |advHit=grd bounce
  |advBlock=-
  |description=
  }}
}}
<section end=S2.1/>
===<big>{{clr|3|S2.2}}</big>===
<section begin=S2.2/>
{{MoveData
|name=Spiral Eclipse
|image=Chel S2.2.png
|caption=
|data=
  {{AttackData-RT
  |damage=100 [75]
  |stun=150 [100]
  |guard=Mid
  |cancel=OD/KA
  |startup=6
  |active=10
  |recovery=29
  |total=45
  |advHit=launch
  |advBlock=-23
  |description=damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter
  }}
}}
<section end=S2.2/>
===<big>{{clr|8|S3.1}}</big>===
<section begin=S3.1/>
{{MoveData
|name=Dancing Wind
|image=Chel S3.1.png
|caption=
|data=
  {{AttackData-RT
  |damage=20 + 20 + 20 + 50 = 110
  |stun=40 + 40 + 40 + 80 = 200
  |guard=Mid (Whiffs crouching)
  |cancel=KnAdv
  |startup=14
  |active=3 (10) 3 (10) 3 (12) 4
  |recovery=25
  |total=84
  |advHit=launch
  |advBlock=-10
  |description=
  }}
}}
<section end=S3.1/>
===<big>{{clr|8|S3.2}}</big>===
<section begin=S3.2/>
{{MoveData
|name=Stinging Wind
|image=Chel S3.2.png
|caption=
|data=
  {{AttackData-RT
  |damage=20 + 20 + 20 + 45 = 105
  |stun=40 + 40 + 40 + 80 = 200
  |guard=Mid
  |cancel=KnAdv
  |startup=10
  |active=3 (12) 3 (10) 3 (15) 4
  |recovery=21
  |total=81
  |advHit=backslide
  |advBlock=-6
  |description=1st hit forces stand, 2nd-3rd hits whiff over crouching opponents
  }}
}}
<section end=S3.2/>
===<big>{{clr|8|S3.3}}</big>===
<section begin=S3.3/>
{{MoveData
|name=Soaring Wind
|image=Chel S3.3.png
|caption=
|data=
  {{AttackData-RT
  |damage=30! + 30! + 60! = 120!
  |stun=60! + 60! + 80! = 200!
  |guard=Mid (Whiffs standing and crouching)
  |cancel=None
  |startup=18
  |active=3 (10) 3 (13) 4
  |recovery=37
  |total=88
  |advHit=wall bounce
  |advBlock=-
  |description=1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count
  }}
}}
<section end=S3.3/>
===<big>{{clr|0|OD}}</big>===
<section begin=OD/>
{{MoveData
|name=Supernova
|image=Chel OD.png
|caption=
|data=
  {{AttackData-RT
  |damage=45!x4 + 70! = 250!
  |stun=0
  |guard=Mid
  |cancel=KnAdv
  |startup=5+5+7
  |active=1
  |recovery=84
  |total=102
  |advHit=twist
  |advBlock=-30
  |description=all hits stop raising juggle count at 4
  }}
}}
<section end=OD/>
<section end=Movelist/>
==Other==
===<big>{{clr|0|Forward Dash}}</big>===
<section begin=Forward Dash/>
{{MoveData
|name=Forward Dash
|image=Chel Forward Dash.png
|caption=
|data=
  {{AttackData-RT
  |version=Forward Dash
  |damage=
  |stun=
  |guard=-
  |cancel=None
  |startup=
  |active=
  |recovery=
  |total=20
  |advHit=
  |advBlock=
  |description=transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 18f in both cases
  }}
  {{AttackData-RT
  |version=Forward Run
  |damage=
  |stun=
  |guard=-
  |cancel=Any
  |startup=
  |active=
  |recovery=
  |total=
  |advHit=
  |advBlock=
  |description=cancelable into attack or jump; transitions into forward run stop
  }}
  {{AttackData-RT
  |version=Forward Run Stop
  |damage=
  |stun=
  |guard=-
  |cancel=Any
  |startup=
  |active=
  |recovery=
  |total=10
  |advHit=
  |advBlock=
  |description=cancelable into attack or jump; all actions enabled after 10 frames
  }}
}}
<section end=Forward Dash/>
 
===<big>{{clr|0|Back Dash}}</big>===
<section begin=Back Dash/>
{{MoveData
|name=Back Dash
|image=Chel Back Dash.png
|caption=
|data=
  {{AttackData-RT
  |damage=
  |stun=
  |guard=-
  |cancel=None
  |startup=
  |active=
  |recovery=
  |total=30
  |advHit=
  |advBlock=
  |description=
  }}
}}
<section end=Back Dash/>
 
<templatestyles src="clr/styles.css"/>
[[Category:Rising Thunder: Community Edition]]

Latest revision as of 12:35, 23 February 2022

Normals

cl.L

close s.L
Chel cl.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 7 14 6 4 -

cancelable into Light attacks

cl.M

close s.M
Chel cl.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
65 Mid 100 Spc/OD/KA 6 3 8 17 8 5 -

string meaty and pressure tool due to it being very fast, advantageous, and hitting crouchers. Can do a 2m link after for an optimal frametrap that also combos, although the timing for the combo is strict.


cl.H

close s.H
Chel cl.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 Spc/OD/KA 7 5 22 34 -4 -8 -

forces stand

f.L

far s.L
Chel f.L.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
far s.L 30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 8 15 5 3 -

cancelable into Light attacks

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
far s.L (alt) 30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 8 15 5 3 -

cancelable into Light attacks

f.M

far s.M
Chel f.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
70 Mid (Whiffs crouching) 100 OD/KA 7 3 14 24 2 -1 -

would be a great poke to stuff approaches if it distance whiff on crouchers. Still, it's a decent anti air for space jump ins and a good options when you expect a dash in or standing button. Advances forward so the range I'd deceptively bigger then it seems


f.H

far s.H
Chel f.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 Mid (Whiffs crouching) 200 OD/KA 9 4 22 35 -3 -7 -

Your best anti air normal, with a long range and great priority you'll use this when dp is on cooldown or when it would whiff due to distance. Not useful otherwise


cr.L

cr.L
Chel cr.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Low 50 Spc/OD/KA 6 2 8 16 5 3 -

decent normal yo start your pressure with, as it frametraps into plenty, including cl.m, as well as being very bad go backdash on. cancelable into Light attacks


cr.M

cr.M
Chel cr.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
65 Low 100 Spc/OD/KA 7 3 15 25 1 -2 -

a useful normal as it's a low longer then 2l but faster then 2h. It special cancels so it can lead to good reward, and is usually seen as the last frametrap attempt in strings to end turns with, canceling into fireball.


cr.H

cr.H
Chel cr.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Low 150 Spc/OD/KA 8 4 27 39 sweep -12 -

dj.L

diagonal j.L
Chel dj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 15 - - - - -

dj.M

diagonal j.M
Chel dj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 None 6 10 - - - - -

dj.H

diagonal j.H
Chel dj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 7 - - - - -

nj.L

neutral j.L
Chel nj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 15 - - - - -

nj.M

neutral j.M
Chel nj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 None 6 10 - - - - -

nj.H

neutral j.H
Chel nj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 7 - - - - -

F+M

F+M
Chel F+M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 Spc/OD/KA 20 4 12 36 3 0 -

cancelable into specials on landing

F+H

F+H
Chel F+H.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
F+H 55 Mid 100 OD/KA 15 2 19 36 - - -

cancelable into F+M

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
F+H second hit 55 Mid 100 OD/KA 3 2 13 18 8 4 -

cancelable into F+M

j.D+H

j.D+H
Chel j.D+H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 9 7 - - - - -

crossup air attack


Throws

Forward Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50+50 Unblk 50+0 KnAdv 5 3 27 35 - - -

Back Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
125 Unblk 150 None 5 3 27 35 - - -

Air Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55+55 Unblk 100+0 None 5 3 - - - - -

can attack/block after 12 landing frames, and walk after 14 frames; landing cancelable into S1 after 2 frames and OD after 4 frames


Specials

S1.1

Night Sun
Chel S1.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 OD/KA 15 1 35 51 -5 -9 -

cooldown resets when projectile dies

jS1.1

Aerial Night Sun
Chel jS1.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 None 15 1 - - - - -

can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies

S1.2

Solar Flare
Chel S1.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 OD/KA 14 1 33 48 knockback -7 -

cooldown resets when projectile dies

S2.1

Crush Breeze
Chel S2.1.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Crush Breeze 80 [60] Mid 125 [100] OD/KA 8 11 41 60 launch -36 -

transitions into Crush Breeze Ender on clean hit, after exactly 20 frames; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Crush Breeze Ender 35! Mid 75! None 19 4 33 56 grd bounce - -

S2.2

Spiral Eclipse
Chel S2.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 [75] Mid 150 [100] OD/KA 6 10 29 45 launch -23 -

damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter

S3.1

Dancing Wind
Chel S3.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 20 + 20 + 50 = 110 Mid (Whiffs crouching) 40 + 40 + 40 + 80 = 200 KnAdv 14 3 (10) 3 (10) 3 (12) 4 25 84 launch -10 -

S3.2

Stinging Wind
Chel S3.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 20 + 20 + 45 = 105 Mid 40 + 40 + 40 + 80 = 200 KnAdv 10 3 (12) 3 (10) 3 (15) 4 21 81 backslide -6 -

1st hit forces stand, 2nd-3rd hits whiff over crouching opponents

S3.3

Soaring Wind
Chel S3.3.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30! + 30! + 60! = 120! Mid (Whiffs standing and crouching) 60! + 60! + 80! = 200! None 18 3 (10) 3 (13) 4 37 88 wall bounce - -

1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count

OD

Supernova
Chel OD.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
45!x4 + 70! = 250! Mid 0 KnAdv 5+5+7 1 84 102 twist -30 -

all hits stop raising juggle count at 4


Other

Forward Dash

Forward Dash
Chel Forward Dash.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Dash - - - None - - - 20 - - -

transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 18f in both cases

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Run - - - Any - - - - - - -

cancelable into attack or jump; transitions into forward run stop

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Run Stop - - - Any - - - 10 - - -

cancelable into attack or jump; all actions enabled after 10 frames


Back Dash

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None - - - 30 - - -