Rising Thunder/Chel/Data: Difference between revisions

From SuperCombo Wiki
No edit summary
 
(14 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<section begin=Movelist/>
<section begin=Movelist/>
===<big>cl.L</big>===
==Normals==
===<big>{{clr|2|cl.L}}</big>===
<section begin=cl.L/>
<section begin=cl.L/>
{{MoveData
{{MoveData
Line 22: Line 23:
}}
}}
<section end=cl.L/>
<section end=cl.L/>
===<big>cl.M</big>===
===<big>{{clr|5|cl.M}}</big>===
<section begin=cl.M/>
<section begin=cl.M/>
{{MoveData
{{MoveData
Line 40: Line 41:
   |advHit=8
   |advHit=8
   |advBlock=5
   |advBlock=5
   |description=
   |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.
   }}
   }}
}}
}}
<section end=cl.M/>
<section end=cl.M/>
===<big>cl.H</big>===
 
===<big>{{clr|4|cl.H}}</big>===
<section begin=cl.H/>
<section begin=cl.H/>
{{MoveData
{{MoveData
Line 66: Line 68:
}}
}}
<section end=cl.H/>
<section end=cl.H/>
===<big>f.L</big>===
===<big>{{clr|2|f.L}}</big>===
<section begin=f.L/>
<section begin=f.L/>
{{MoveData
{{MoveData
Line 103: Line 105:
}}
}}
<section end=f.L/>
<section end=f.L/>
===<big>f.M</big>===
===<big>{{clr|5|f.M}}</big>===
<section begin=f.M/>
<section begin=f.M/>
{{MoveData
{{MoveData
Line 121: Line 123:
   |advHit=2
   |advHit=2
   |advBlock=-1
   |advBlock=-1
   |description=
   |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/>
<section end=f.M/>
===<big>f.H</big>===
 
===<big>{{clr|4|f.H}}</big>===
<section begin=f.H/>
<section begin=f.H/>
{{MoveData
{{MoveData
Line 143: Line 146:
   |advHit=-3
   |advHit=-3
   |advBlock=-7
   |advBlock=-7
   |description=
   |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/>
<section end=f.H/>
===<big>cr.L</big>===
 
===<big>{{clr|2|cr.L}}</big>===
<section begin=cr.L/>
<section begin=cr.L/>
{{MoveData
{{MoveData
Line 165: Line 169:
   |advHit=5
   |advHit=5
   |advBlock=3
   |advBlock=3
   |description=cancelable into Light attacks
   |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/>
<section end=cr.L/>
===<big>cr.M</big>===
 
===<big>{{clr|5|cr.M}}</big>===
<section begin=cr.M/>
<section begin=cr.M/>
{{MoveData
{{MoveData
Line 187: Line 192:
   |advHit=1
   |advHit=1
   |advBlock=-2
   |advBlock=-2
   |description=
   |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/>
<section end=cr.M/>
===<big>cr.H</big>===
 
===<big>{{clr|4|cr.H}}</big>===
<section begin=cr.H/>
<section begin=cr.H/>
{{MoveData
{{MoveData
Line 213: Line 220:
}}
}}
<section end=cr.H/>
<section end=cr.H/>
===<big>dj.L</big>===
===<big>{{clr|2|dj.L}}</big>===
<section begin=dj.L/>
<section begin=dj.L/>
{{MoveData
{{MoveData
Line 235: Line 242:
}}
}}
<section end=dj.L/>
<section end=dj.L/>
===<big>dj.M</big>===
===<big>{{clr|5|dj.M}}</big>===
<section begin=dj.M/>
<section begin=dj.M/>
{{MoveData
{{MoveData
Line 257: Line 264:
}}
}}
<section end=dj.M/>
<section end=dj.M/>
===<big>dj.H</big>===
===<big>{{clr|4|dj.H}}</big>===
<section begin=dj.H/>
<section begin=dj.H/>
{{MoveData
{{MoveData
Line 279: Line 286:
}}
}}
<section end=dj.H/>
<section end=dj.H/>
===<big>nj.L</big>===
===<big>{{clr|2|nj.L}}</big>===
<section begin=nj.L/>
<section begin=nj.L/>
{{MoveData
{{MoveData
Line 301: Line 308:
}}
}}
<section end=nj.L/>
<section end=nj.L/>
===<big>nj.M</big>===
===<big>{{clr|5|nj.M}}</big>===
<section begin=nj.M/>
<section begin=nj.M/>
{{MoveData
{{MoveData
Line 323: Line 330:
}}
}}
<section end=nj.M/>
<section end=nj.M/>
===<big>nj.H</big>===
===<big>{{clr|4|nj.H}}</big>===
<section begin=nj.H/>
<section begin=nj.H/>
{{MoveData
{{MoveData
Line 345: Line 352:
}}
}}
<section end=nj.H/>
<section end=nj.H/>
===<big>F+M</big>===
===<big>{{clr|5|F+M}}</big>===
<section begin=F+M/>
<section begin=F+M/>
{{MoveData
{{MoveData
Line 367: Line 374:
}}
}}
<section end=F+M/>
<section end=F+M/>
===<big>F+H first hit</big>===
===<big>{{clr|4|F+H}}</big>===
<section begin=F+H first hit/>
<section begin=F+H/>
{{MoveData
{{MoveData
|name=F+H first hit
|name=F+H
|image=Chel F+H first hit.png
|image=Chel F+H.png
|caption=
|caption=
|data=
|data=
   {{AttackData-RT
   {{AttackData-RT
   |version=F+H first hit
   |version=F+H
   |damage=55
   |damage=55
   |stun=100
   |stun=100
Line 403: Line 410:
   }}
   }}
}}
}}
<section end=F+H first hit/>
<section end=F+H/>
===<big>j.D+H</big>===
===<big>{{clr|4|j.D+H}}</big>===
<section begin=j.D+H/>
<section begin=j.D+H/>
{{MoveData
{{MoveData
Line 426: Line 433:
}}
}}
<section end=j.D+H/>
<section end=j.D+H/>
===<big>Forward Throw Attempt</big>===
 
<section begin=Forward Throw Attempt/>
==Throws==
===<big>{{clr|0|Forward Throw}}</big>===
<section begin=Forward Throw/>
{{MoveData
{{MoveData
|name=Forward Throw Attempt
|name=Forward Throw
|image=Chel Forward Throw Attempt.png
|image=Chel Forward Throw.png
|caption=
|caption=
|data=
|data=
Line 447: Line 456:
   }}
   }}
}}
}}
<section end=Forward Throw Attempt/>
<section end=Forward Throw/>
===<big>Back Throw Attempt</big>===
===<big>{{clr|0|Back Throw}}</big>===
<section begin=Back Throw Attempt/>
<section begin=Back Throw/>
{{MoveData
{{MoveData
|name=Back Throw Attempt
|name=Back Throw
|image=Chel Back Throw Attempt.png
|image=Chel Back Throw.png
|caption=
|caption=
|data=
|data=
Line 469: Line 478:
   }}
   }}
}}
}}
<section end=Back Throw Attempt/>
<section end=Back Throw/>
===<big>Air Throw Attempt</big>===
===<big>{{clr|0|Air Throw}}</big>===
<section begin=Air Throw Attempt/>
<section begin=Air Throw/>
{{MoveData
{{MoveData
|name=Air Throw Attempt
|name=Air Throw
|image=Chel Air Throw Attempt.png
|image=Chel Air Throw.png
|caption=
|caption=
|data=
|data=
Line 491: Line 500:
   }}
   }}
}}
}}
<section end=Air Throw Attempt/>
<section end=Air Throw/>
===<big>Forward Dash</big>===
 
<section begin=Forward Dash/>
==Specials==
{{MoveData
===<big>{{clr|6|S1.1}}</big>===
|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>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/>
===<big>S1.1</big>===
<section begin=S1.1/>
<section begin=S1.1/>
{{MoveData
{{MoveData
Line 587: Line 525:
}}
}}
<section end=S1.1/>
<section end=S1.1/>
===<big>jS1.1</big>===
===<big>{{clr|6|jS1.1}}</big>===
<section begin=jS1.1/>
<section begin=jS1.1/>
{{MoveData
{{MoveData
Line 609: Line 547:
}}
}}
<section end=jS1.1/>
<section end=jS1.1/>
===<big>S1.2</big>===
===<big>{{clr|6|S1.2}}</big>===
<section begin=S1.2/>
<section begin=S1.2/>
{{MoveData
{{MoveData
Line 631: Line 569:
}}
}}
<section end=S1.2/>
<section end=S1.2/>
===<big>S2.1</big>===
===<big>{{clr|3|S2.1}}</big>===
<section begin=S2.1/>
<section begin=S2.1/>
{{MoveData
{{MoveData
Line 668: Line 606:
}}
}}
<section end=S2.1/>
<section end=S2.1/>
===<big>S2.2</big>===
===<big>{{clr|3|S2.2}}</big>===
<section begin=S2.2/>
<section begin=S2.2/>
{{MoveData
{{MoveData
Line 690: Line 628:
}}
}}
<section end=S2.2/>
<section end=S2.2/>
===<big>S3.1</big>===
===<big>{{clr|8|S3.1}}</big>===
<section begin=S3.1/>
<section begin=S3.1/>
{{MoveData
{{MoveData
Line 712: Line 650:
}}
}}
<section end=S3.1/>
<section end=S3.1/>
===<big>S3.2</big>===
===<big>{{clr|8|S3.2}}</big>===
<section begin=S3.2/>
<section begin=S3.2/>
{{MoveData
{{MoveData
Line 734: Line 672:
}}
}}
<section end=S3.2/>
<section end=S3.2/>
===<big>S3.3</big>===
===<big>{{clr|8|S3.3}}</big>===
<section begin=S3.3/>
<section begin=S3.3/>
{{MoveData
{{MoveData
Line 756: Line 694:
}}
}}
<section end=S3.3/>
<section end=S3.3/>
===<big>OD</big>===
===<big>{{clr|0|OD}}</big>===
<section begin=OD/>
<section begin=OD/>
{{MoveData
{{MoveData
Line 779: Line 717:
<section end=OD/>
<section end=OD/>
<section end=Movelist/>
<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 - - -