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|image = Crow_full.png | |image = Crow_full.png | ||
|summary = is a setup character who uses projectiles to lock you down. | |summary = is a setup character who uses projectiles to lock you down. | ||
|overview = Crow is Rising Thunder's pure offensive setplay character whose combination of large and advantageous normals, extreme damage output, and his {{clr|6|S1.1}} Devil's Halo (a.k.a. Disc) make him one of the most explosive momentum-heavy characters in the game. When he's not harassing you at mid-range with his massive {{clr|4|f.H}} and low-hitting {{clr|4|f+H}}, he's applying intense pressure with his heavily plus on block {{clr|5| | |overview = Crow is Rising Thunder's pure offensive setplay character whose combination of large and advantageous normals, extreme damage output, and his {{clr|6|S1.1}} Devil's Halo (a.k.a. Disc) make him one of the most explosive momentum-heavy characters in the game. When he's not harassing you at mid-range with his massive {{clr|4|f.H}} and low-hitting {{clr|4|f+H}}, he's applying intense pressure with his heavily plus on block {{clr|5|cl.M}} and {{clr|5|cr.M}}, cancellable armor-breaking {{clr|4|cr.H}} sweep, and huge crossup {{clr|4|j.d+H}} among his other tools. | ||
Devil's Halo is Crow's defining feature and the key to his ability to control neutral and establish his incredible offense. Discs are unique as projectiles in that they control the air, can be released in multiple angles, and can be charged to deal multiple hits and grant extra frame advantage; this gives Discs nearly endless utility when applied correctly. | Devil's Halo is Crow's defining feature and the key to his ability to control neutral and establish his incredible offense. Discs are unique as projectiles in that they control the air, can be released in multiple angles, and can be charged to deal multiple hits and grant extra frame advantage; this gives Discs nearly endless utility when applied correctly. | ||
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Latest revision as of 00:45, 28 August 2024
Crow is Rising Thunder's pure offensive setplay character whose combination of large and advantageous normals, extreme damage output, and his S1.1 Devil's Halo (a.k.a. Disc) make him one of the most explosive momentum-heavy characters in the game. When he's not harassing you at mid-range with his massive f.H and low-hitting f+H, he's applying intense pressure with his heavily plus on block cl.M and cr.M, cancellable armor-breaking cr.H sweep, and huge crossup j.d+H among his other tools.
Devil's Halo is Crow's defining feature and the key to his ability to control neutral and establish his incredible offense. Discs are unique as projectiles in that they control the air, can be released in multiple angles, and can be charged to deal multiple hits and grant extra frame advantage; this gives Discs nearly endless utility when applied correctly.
Crow's weakness lies in his defense, which is among the worst in the game. Outside of his otherwise very strong Overdrive, Crow's only reversal is an evasive parry that has a long cooldown, is vulnerable to throws, and provides no significant reward on its own for being used correctly. Furthermore, the nature of Crow's bigger normals and Disc means that Crow has to commit to controlling the ground or the air in neutral, with little ability to do both at once; this makes him struggle against characters with strong mobility options who can get in and stay in. Finally, Crow has to sacrifice some potential utility and damage output in his loadout in order to have access to the only Special in his kit that can combo from light normal confirms, meaning he's forced to try to work his way into scoring big hits to do real damage. Regardless, Crow's ability to ride a single knockdown to victory is unrivaled, and his combos are both extremely rewarding and very satisfying to perform.
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Pros | Cons |
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Roadmap
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Normals
cl.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 lights. |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Mid | 100 | Spc/OD/KA | 7 | 3 | 6 | 16 | 10 | 7 | - |
Forces standing; cancellable into f.M. |
cl.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | Spc/OD/KA | 8 | 4 | 13 | 25 | 6 | 2 | - |
Forces standing. |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid (Whiffs Crouching) | 50 | Spc/OD/KA | 5 | 2 | 9 | 16 | 4 | 2 | - |
Crow's standing jab is one of the best in the game. Having the standard startup of 5 frames, it stands out as the second longest range jab in the game. This means that for Crow, -6 moves are almost always in punishment range. Being able to consistently convert from a -6 scenario is invaluable in some matchups, though the only option to convert is S2.3. |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25+25+25 | Mid | 30+30+40 | OD/KA | 8 | 9 | 11 | 28 | 3 | 0 | - |
Hits up to 3 times, 2 frames apart. This move is very niche. It can be used occasionally to break armour or counter poke, but the long active time is prone to getting jumped. |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | None | 12 | 3 | 18 | 33 | 2 | -2 | - |
Massive poke button, often Crow's best choice to control horizontal space on the screen. Throwing f.H with Discs on the screen allows Crow to occupy an absurd amount of screen space. |
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 | - |
1 frame slower than his standing jab, but it maintains good range and hits low. Great for tick throw setups as well as an interrupt where f.L may whiff on crouchers. Crow possesses other great low options, and f.L is more useful in punishes, which leaves cr.L with infrequent use. |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Low | 100 | Spc/OD/KA | 8 | 2 | 8 | 18 | 9 | 6 | - |
Similar to cl.M; a great move to keep up pressure and plus frames. While possessing slightly worse numbers than cl.M, cr.M hits low and is not gated by being a proximity normal. Great pressure normal often used to cover space that the opponent could be moving into. |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Low | 150 | Spc/OD/KA | 9 | 2 (0) 6 | 17 | 34 | HKD | -5 | - |
This is Crow's most important normal and a very unique move. The hitbox of cr.H is a 3-hit projectile as well as a physical sweep hitbox. On hit, this will act like a regular sweep and simply knock the opponent down. On block (or against an opponent who was out of range of the first hit), they will continue to be hit by the following projectile hitboxes. The initial sweep can also be canceled into a special, and when doing this the projectile hits will still be active, causing 18 frames of block stun; this is a cornerstone of Crow’s pressure game. |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50 | High | 50 | Special | 5 | 12 | - | - | - | - | - |
Only combos into jS2.1 in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button. |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | Special | 6 | 9 | - | - | - | - | - |
Combos into jS2.1 in juggles and against grounded opponents. Hits while rising vs Vlad, letting you fuzzy after a forward jump into an instant overhead. |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 6 | - | - | - | - | - |
Your go-to jump-in normal with good range and frame data. Learning how to hit this move as deep as possible is key to Crow's fuzzy, his strongest tool offensively. |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50 | High | 50 | Special | 5 | 12 | - | - | - | - | - |
Similar to dj.L: only combos into jS2.1 in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button. |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | Special | 5 | 9 | - | - | - | - | - |
Hits while rising vs every character, allowing you to fuzzy after a j.H. This is Crow's most rewarding mixup and starter. |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35+35+35 | High | 65+65+70 | None | 7 | 9 | - | - | - | - | - |
Hits up to 3 times, 2 frames apart. |
f+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | High | 100 | OD/KA | 18 | 3 | 12 | 33 | 4 | 1 | - |
Crow's standing overhead is plus on block and hit, but it doesn't naturally combo without a hit from S1.1. Crow has better tools for mixups than this, so use this very sparingly. |
b+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
25+25+25 | Mid | 30+30+40 | OD/KA | 7 | 7 | 13 | 27 | 3 | 0 | - |
Hits up to 3 times, 2 frames apart; cancellable only on the last hit. This is Crow's intended anti-air normal, but it has not the best hitbox, bad damage, mediocre speed, and no upper body invulnerability. Regardless, it's the most stable anti-air normal in his kit. This move tends to fall out and do 25 damage or trade, but it's often better than blocking a jump-in. |
f+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Low | 150 | OD/KA | 25 | 3 | 20 | 48 | Launch | -4 | - |
Forward-moving command normal that appears to jump but hits low. Some people might fall for this move a couple of times, but throwing it out in neutral is mostly just a gimmick. This is one of Crow's few accesses to a free juggle state, so it's useful for maintaining juggles. This move makes Crow’s arms invincible, which means it clean hits some pokes e.g. Crow f.H. |
j.d+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 6 | - | - | - | - | - |
Crossup air attack. |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
125 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Crow's throws are flipped compared to most characters. His Forward Throw cannot be KA cancelled, but does more damage than back throw. Mid screen, Crow gets no oki, but in the corner a Forward Throw gives Crow a safe jump vs quick rise. |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20+30+50 | Unblk | 0+38+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Back throw can be cancelled, but isn't worth it without S2.2. There is a bug that makes Back Throw do 0 stun on the second hit, which makes it far less rewarding. Back throw does give oki midscreen, as a manually timed safe jump. The bug makes this move far worse than it should be. |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Devil's Halo Charge | - | - | - | None | 7 | - | - | - | - | - | - |
cancelable into Devil's Halo Quick Toss after 7 frames; disc becomes charged after 20 frames, but can be held indefinitely | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Devil's Halo Quick Toss | 75 | Mid | 100 | OD/KA | 8 | 1 | 22 | 31 | 8 | 4 | - |
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Devil's Halo Charged Toss | 30!+30!+40! | Mid (Whiffs crouching) | 50!+50!+50! | OD/KA | 8 | 1 | 22 | 31 | 22 | 18 | - |
Crow's only option for his first special slot. S1.1 (or disk) is a chargeable projectile that can be thrown at three angles: close, neutral, and far. An uncharged disk hits once, while a charged disk hits 3 times. Far S1.1 travels just under a fullscreen distance. When used in combos, far S1.1 is typically the disk of choice, giving the most frame advantage. |
S2.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
115 | Mid | 200 | None | 16 | 4 | 20 | 40 | sweep | -3 | - |
Puncture can combo from heavys and mediums, but not lights. Its unique benefit compared to the other specials is that it is safe on block, this means fishing for a low crush with puncture is very strong.
Pros:
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S2.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50!+60! | Mid | 100!+100! | OD/KA | 19 | 2 (13) 2 | 32 | 68 | ground bounce / wall bounce | -15 | - |
S2.2 is a big damage powerhit that makes Crow's combos do much more damage, and especially a boon to Crow's juggles OD and Back Throw.
The drawback of S2.2 is you sacrifice combos from cr.M and all lights. Pros:
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S2.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | None | 12 | 2 | 27 | 41 | launch | -10 | - |
S2.3 can combo from every strength normal.
st.L xx S2.3 means Crow can punish -6/-7 moves with a knockdown.S2.3 cannot be KA cancelled, but you do get meterless follow ups in the corner, normally just cr.H. Pros:
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jS2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
90 | Mid | 100 | None | 16 | 4 | - | - | - | - | - |
can attack/block after 6 landing frames, and walk after 8 frames. |
S3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | 14 | 1 | 41 | 56 | - | - | - |
Invincible during frames 1-15 |
jS3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | 13 | 1 | - | - | - | - | - |
can attack/block after 2 landing frames, and walk after 4 frames. |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Riposte | - | - | - | None | 0 | 20 | 15 | 35 | - | - | - |
Armored during frames 1-20; transitions into Riposte Forward, Riposte Back, or Neutral Jump after absorbing an attack; cooldown reduced to 5 seconds if triggered within first 5 frames. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Riposte Forward | - | - | - | None | - | - | - | 20 | - | - | - |
invincible during frames 1-6; other properties match forward dash. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Riposte Back | - | - | - | None | - | - | - | 28 | - | - | - |
invincible during frames 1-12; throw invulnerable from frames 13-19 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Riposte Jump | - | - | - | None | - | - | - | - | - | - | - |
properties match neutral jump.
S3.2 is a parry, and Crow's best defensive move. Parrying certain moves and frametraps allow Crow to get a punish where he otherwise couldn't.
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OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20!x6 + 80! = 200! | Mid | 0 | KnAdv | 5+5+7 | 1 | 40 | 58 | twist | 34 | - |
Invincible during frames 1-18. |