Rising Thunder/Vlad: Difference between revisions

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|name = Vlad
|name = Vlad
|image = Vlad_full.png
|image = Vlad_full.png
|summary = is high damage character who uses jetpack fuel to fly through the air.
|summary = is a high-damage character who uses jetpack fuel to fly through the air.
|overview = wip
|overview = wip
|health = 1000
|health = 1000
|stun = 1000
|stun = 1000
|backdash = 30f (invun 1-8)
|backdash = 30f (1-8f Invulnerable)
|forward-dash = 20f (no run)
|forward-dash = 20f (No Run)
| pros=
| pros=
* Among the highest damage in the game.
* Among the highest damage in the game.
* Unrivalled air mobility thanks to jetpack.
* Unrivaled air mobility thanks to jetpack.
* Solid grounded normals for poking and anti-airing.
* Solid grounded normals for poking and anti-airing.
* Jetpack cancels give you strong pressure.
* Jetpack cancels give you strong pressure.
* Strong throw conversions.
* Strong throw conversions.
| cons=
| cons=
* Big hitbox makes you easy to hit, and prone to big combos.
* Big hurtbox makes you easy to hit and prone to big combos.
* Exploitable dp that takes time to charge.
* Exploitable DP that takes time to charge.
* Reliant on fuel to get around anti-airs.
* Reliant on fuel to get around anti-airs.
* No running dash.
* No running dash.

Revision as of 02:55, 26 August 2024

Overview

wip


Playstyle

RT Vlad Icon.png Vlad is a high-damage character who uses jetpack fuel to fly through the air.
Pros Cons
  • Among the highest damage in the game.
  • Unrivaled air mobility thanks to jetpack.
  • Solid grounded normals for poking and anti-airing.
  • Jetpack cancels give you strong pressure.
  • Strong throw conversions.
  • Big hurtbox makes you easy to hit and prone to big combos.
  • Exploitable DP that takes time to charge.
  • Reliant on fuel to get around anti-airs.
  • No running dash.




Roadmap

75% complete


In Progress / Completed To-do
  • Top section (no overview)
  • Pros&Cons/Strengths&Weaknesses
  • Movelist
  • Combos
  • Framedata page
  • Overview
  • Strategy
  • Images



Vlad

Vlad full.png

Health: 1000

Stun: 1000

Backdash: 30f (1-8f Invulnerable)

Initial Dash: 20f (No Run)


Normals

cl.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 6 2 7 15 6 4 -

Cancellable into light attacks. Whiffs against crouching opponents.

cl.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 Spc/OD/KA 8 4 8 20 7 4 -

Forces standing. Links into cr.L on hit and serves as the starter to his TC.

cl.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 150 Spc/OD 9 4 14 27 5 1 -

Cancellable into Hover, specials, and super.

f.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 5 2 8 15 5 3 -

Cancellable into light attacks. Whiffs against crouching opponents.

f.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 Spc/OD/KA 8 3 11 22 5 2 -

Vlad's go-to poke.

f.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 150 Other 9 4 17 30 2 -2 -

Cancellable into Hover, making it a surprisingly strong poke that converts into easy damage and a hard knockdown if you have the fuel to spare.

cr.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Low 50 Spc/OD/KA 6 2 9 17 4 2 -

Cancellable into light attacks. Vlad's main mashable poke.

cr.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 None 10 5 14 29 0 -3 -

A sliding poke that is mediocre under most circumstances but can be used to low-profile standard projectiles in its later startup frames, giving Vlad an alternate method of dealing with zoning.

cr.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 Low 150 None 10 4 23 37 HKD -8 -

A standard sweep. Not commonly used or notably useful, but Vlad can always benefit from scoring a hard knockdown.

dj.L

Diagonal j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 7 10 - - - - -

Cancellable into Hover and specials.

dj.M

Diagonal j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 Other 8 8 - - - - -

Cancellable into Hover. Vlad's best jumping normal for approaching with Hover or from further away.

dj.H

Diagonal j.H
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 High 150 Other 8 4 - - - - -

Cancellable into Hover. Vlad's best deep jump-in and the staple of Hover cancel combos.

nj.L

Neutral j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 10 - - - - -

Cancellable into Hover and specials.

nj.M

Neutral j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 Other 7 8 - - - - -

Cancellable into Hover.

nj.H

Neutral j.H
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
95 High 150 Other 9 6 - - - - -

Cancellable into Hover.

F+M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 KnAdv 19 4 11 34 4 1 -

A forward-advancing command normal that can be used to start pressure from mid-range due to being plus on block. Not his best option due to its slow startup, but it sees some use due to having no resource cost compared to Vlad's other methods of getting in.

j.D+H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 8 6 - - - - -

A body splash that only hits as a crossup. Used frequently in Vlad's deadly Hover mixups, and its crossup-only property makes it a great same-side feint for empty jump low/throw mix.


Target Combos

cl.TC

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 Mid 50 Spc/OD/KA 7 4 29 40 Launch -14 -

Second hit whiffs on crouching opponents. Midscreen conversions after the launch are limited, but it enables a lot of damaging combos and reset opportunities in the corner.


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 - - -

Specials

S1.1

Sputnik Torpedo
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 OD/KA 10 1 24 35 6 2 -

jS1.1

Aerial Sputnik Torpedo
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 None 7 1 - - - - -

Can attack/block 2 frames after landing and walk after 4 frames.

S1.2

Revolutionary Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100! Mid 125! KnAdv 10 1 21 32 Launch - -

S1.2

Fake Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
0 - 0 KnAdv - - 33 33 - - -

jS1.2

Aerial Revolutionary Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100! Mid 125! None 10 1 - - Launch - -

Can attack/block 2 frames after landing and walk after 4 frames.

jS1.2

Aerial Fake Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
0 - 0 None - - - - - - -

Can attack/block 2 frames after landing and walk after 4 frames.

S2.1

Cosmonaut Liftoff Charge
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Cosmonaut Liftoff Charge - - - None 10 - - 60 - - -

Chargeable until frame 60. Transitions into Charged Uppercut after frame 25. Auto-corrects toward the opponent after startup.

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Quick Cosmonaut Liftoff 100 Mid 100 OD/KA 4 9 37 50 Launch -30 -

Invincible 1-4f. Applies 50% damage/dizzy/meter gain scaling as a combo starter.

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Charged Cosmonaut Liftoff 175! Mid 100! OD/KA 4 14 29 47 Launch -25 -

S3.1

Clobbering Rush
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25 + 25 + 25 + 50 = 125 Mid 50 + 50 + 50 + 50 = 150 OD/KA 8 2 (4) 2 (4) 2 (10) 2 24 58 HKD -7 -

S3.2

Bolshoi Bash
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25!+60! Mid 50!+100! OD/KA 14 2 (16) 4 21 57 Wall Bounce -6 -

OD

Space Race
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75!+225! Mid 0 Other 5+5+5 6 55 76 Ground Bounce -40 -

All hits stop raising juggle count at 4.