Rising Thunder/Talos/Combos: Difference between revisions

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<templatestyles src="clr/styles.css"/>
{{RTCE navtabs
===Enders===
|name = Talos
Every combo that ends with S3.2 has the following possible enders:
}}
{| class="wikitable" border="1" style="margin: 1em auto 1em auto;text-align: center"
__FORCETOC__
|-
{{ComboNotation-RTCE}}
! Ender !! Notes
===Bnbs===
|-
====0 bar====
| S3.2 xx S2.1/S2.2 || Damage ender without OD
<tabber> 112 =
|-
{{TheoryBox
| S3.2 xx S3.2 || Slightly less damage than the above. Knocks down right in front of you. Sideswaps.
| Title      = Punish combo (j.H/cl.H)
|-
| Oneliner  =  
| S3.2 xx OD || Max damage ender. Sideswaps.
| Difficulty =  
|-
| Damage    =  
| S3.2 xx S1.1 charge || Mixup ender. This starts your Snare Oki.
| Meter      =
|}
| Anchor    =
 
| Youtube    =
===112===
| Recipe    = (j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.1
Damage range is between S3.2 xx S2.1 & S3.2 xx OD enders. (TODO: Update damage & stun to reflect no followup as the lower end)
| content    =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
}}
|-
{{TheoryBox
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| Title      = Boot starter
|-
| Oneliner  =
| jH → clH xx clH xx 6H → 2M xx S3.2 → Ender || Midscreen || 376-434 || ??? || {{clr|3|Easy}} || Standard bnb that sets up Snare Oki.
| Difficulty =
|-
| Damage     =
| jH → clH xx clH xx 6H → 2M xx S3.2 xx S2.1 xx KA6 → 2M xx S3.2 → Ender || Midscreen || 457-524 || ??? || {{clr|3|Easy}} || 1 bar extension.
| Meter      =
|-
| Anchor    =
| jH → clH xx clH xx 6H 2M xx S3.2 xx S2.1 xx KA9 → Airthrow, f.L xx S3.2 → Ender || Midscreen || ?? || ??? || {{clr|3|Easy}} || Alternative extension. Gets S2.1 off cooldown, but uses 1 more juggle point so have to go for Snare Oki.
| Youtube    =
|-
| Recipe    = 6H, (walkup), 2M xx s3.2 xx s3.2
| (jL xx) S3.2 → clH xx clH xx 6H → Airthrow, f.L xx S3.2 → Ender || Midscreen || ?? || ??? || {{clr|3|Easy}} || Standard jL or S3.2 jumpin combo.
| content    = Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
|-
}}
| (jL xx) S3.2 → clH xx clH xx 6H → 2M xx S2.1 xx KA6 → 2M xx S3.2 → Ender || Midscreen || ?? || ??? || {{clr|3|Easy}} || 1 bar extension.
{{TheoryBox
|-
| Title      = Charged command grab
| S1.1 xx KA6 → clH xx 6H 2M xx S3.2 → Ender || Midscreen || 313-375 || ??? || {{clr|3|Easy}} || Command grab bnb. Can omit the clap if it's awkward for you.
| Oneliner  =
|-
| Difficulty =
| S1.1 xx KA6 → clH xx 6H → clH xx S3.2 → Ender || Midscreen || 321-379 || ??? || {{clr|4|Very hard}} || Not recommended. Land the first clap at the highest you can. Do the second clap as late as possible. In the corner this is very easy since it doesn't require dashing.
| Damage    =
|-
| Meter      =
| Throw xx KA6 → clH xx 6H → 2M xx S3.2 → Ender || Midscreen || 268-330 || ??? || {{clr|3|Easy}} || Can omit the clap if it's awkward for you.
| Anchor    =
|-
| Youtube    =
| Throw xx KA6 → clH xx 6H → clH xx S3.2 → Ender || Midscreen || 276-334 || ??? || {{clr|4|Very hard}} || Not recommended. Land the first clap at the highest you can. Do the second clap as late as possible. In the corner this is very easy since it doesn't require dashing.
| Recipe    = [s1.1], 4M xx s3.2 xx s3.2
|-
| content    =
| [S1.1], 4M xx S3.2 → Ender || Anywhere || 327-382 || ??? || {{clr|6|Very Easy}} ||  Meterless charged grab route
}}
|-
{{TheoryBox
| [S1.1], 4M xx S3.2 xx S2.1 xx KA6 → 2M xx S3.2 → Ender || Anywhere || 398-464 || ??? || {{clr|3|Easy}} |1 bar charged grab bnb.
| Title      = Charged anti-air
|-
| Oneliner  =  
| [S1.1], 4M xx S3.2 xx S2.1 xx KA9 → Aithrow, f.L xx S3.2 → Ender || Anywhere || 398-464 || ??? || {{clr|3|Easy}} ||  Alternative route. Gets S2.1 off cooldown, but have to go for Snare Oki.
| Difficulty =  
|-
| Damage    =  
| S2.1 xx KA6 → 2M xx S3.2 → Ender || Anywhere || 327-400 || ??? || {{clr|3|Easy}} ||  
| Meter      =  
|-
| Anchor    =  
| [S2.1], S3.2 xx S3.2/OD || Anywhere || 405-500 || ??? || {{clr|6|Very Easy}} || Doing anything fancier scales the damage further.
| Youtube    =  
|}
| Recipe    = [s2.1], s3.2 xx s3.2
| content    =
}}
|-| 122 =
{{TheoryBox
| Title      = Punish combo (j.H/cl.H)
| Oneliner  =  
| Difficulty =  
| Damage    =  
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.2
| content    =
}}
{{TheoryBox
| Title      = Boot starter
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6H, (walkup), 2M xx s3.2 xx s3.2
| content    = Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
}}
{{TheoryBox
| Title      = Charged command grab
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = [s1.1], 4M xx s3.2 xx s3.2
| content    =
}}
|-| 113 =
{{TheoryBox
| Title      = Jab confirms
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = Light → light → light xx s3.3
| content    = Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.
}}
{{TheoryBox
| Title      = Punish combo (j.H/cl.H)
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cl.H xx cl.H xx 6H, walkup, 2M xx s2.1
| content    =
}}
{{TheoryBox
| Title      = 6H
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6H, walkup, 2M xx s2.1
| content    = Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
}}
{{TheoryBox
| Title      = Charged command grab
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = [s1.1], 4M xx s2.1
| content    =
}}
|-| 123 =
{{TheoryBox
| Title      = Jab confirms
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = Light → light → light xx s3.3
| content    = Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.
}}
{{TheoryBox
| Title      = Punish combo (j.H/cl.H)
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.2
| content    =
}}
{{TheoryBox
| Title      = 6H
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6H, walkup, 2M xx s2.2
| content    = Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.
}}
{{TheoryBox
| Title      = Charged command grab (damage)
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = [s1.1], 4M xx s2.2
| content    =
}}
{{TheoryBox
| Title      = Charged command grab (oki)
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = [s1.1], 4M xx s3.3
| content    = Only works on: Edge, Dauntless, and Gun.
}}
</tabber>
<br>
====1 bar====
<tabber> 112 =
{{TheoryBox
| Title      = Command grab cash out
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.1
| content    = One of the best ways Talos has to spend a bar.
}}
{{TheoryBox
| Title      = Anti-air cash out
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = s2.1 xx KA6 xx 2M xx s3.2 xx s3.2
| content    = The other best way to spend a bar.
}}
{{TheoryBox
| Title      = Punish combo 1 bar
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.1 xx KA6 xx 2M xx s3.2 xx s3.2
| content    =
}}
{{TheoryBox
| Title      = 6H starter
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6H, walkup, s3.2 xx s2.1 xx KA9 airgrab, f.L xx s3.2 xx s2.1
| content    =
}}
{{TheoryBox
| Title      = Charged command grab extension
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = [s1.1], 4M xx s3.2 xx s2.1 xx KA xx 2M xx s3.2 xx s3.2
| content    =
}}
|-| 122 =
{{TheoryBox
| Title      = Command grab cash out
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = S1 xx KA xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.2
| content    =
}}
{{TheoryBox
| Title      = Punish combo 1 bar
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cl.H xx cl.H xx 6H, walkup, 2M xx s3.2 xx KA9 airgrab, f.L xx s3.2 xx s2.2
| content    = Not as good of a bar spend as command grab.
}}
|-| 113 =
{{TheoryBox
| Title      = Command grab cash out
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s2.1
| content    = Best use of a bar.
}}
{{TheoryBox
| Title      =  Anti-air cash out
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = s2.1 xx KA xx 2M xx s3.3 xx s3.3
| content    = Other best use of a bar.
}}
{{TheoryBox
| Title      = Punish combo 1 bar
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.1 xx KA9 airgrab, f.L xx s3.3 xx s3.3
| content    =
}}
{{TheoryBox
| Title      = Charged command grab extension
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = [s1.1], s2.1 xx KA xx 2M xx s3.3 xx s3.3
| content    =
}}
|-| 123 =
{{TheoryBox
| Title      = Command grab cash out
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s2.2
| content    = This is kind of the only good one to spend bar with 123, but its more than good enough.
}}
</tabber>
====OD====
<tabber> s3.2 =
{{TheoryBox
| Title      = juggle to OD
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ...s3.2 xx OD
| content    = Any juggle that uses s3.2 can cancel the first hit into OD. Often worth spending the moment you get the chance.
}}
|-| s3.3 =
{{TheoryBox
| Title      = light confirm
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = Light → light xx s3.3 xx OD
| content    = Can do as many lights as needed to confirm. Buffering jab into s3.3 is a strong neutral option that can be confirmed into OD for massive reward.
}}
{{TheoryBox
| Title      = air tackle
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = air s3.3, OD
| content    = Pretty generous single hit confirm. Makes your neutral play much scarier.
}}
</tabber>
<br>
{{Navbox-RTCE}}

Latest revision as of 13:08, 26 December 2024


Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying

Bnbs

0 bar

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.1
Boot starter


6H, (walkup), 2M xx s3.2 xx s3.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s3.2 xx s3.2
Charged anti-air


[s2.1], s3.2 xx s3.2

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.2
Boot starter


6H, (walkup), 2M xx s3.2 xx s3.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s3.2 xx s3.2

Jab confirms


Light → light → light xx s3.3

Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.

Punish combo (j.H/cl.H)


cl.H xx cl.H xx 6H, walkup, 2M xx s2.1
6H


6H, walkup, 2M xx s2.1

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s2.1

Jab confirms


Light → light → light xx s3.3

Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.2
6H


6H, walkup, 2M xx s2.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab (damage)


[s1.1], 4M xx s2.2
Charged command grab (oki)


[s1.1], 4M xx s3.3

Only works on: Edge, Dauntless, and Gun.


1 bar

Command grab cash out


s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.1

One of the best ways Talos has to spend a bar.

Anti-air cash out


s2.1 xx KA6 xx 2M xx s3.2 xx s3.2

The other best way to spend a bar.

Punish combo 1 bar


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.1 xx KA6 xx 2M xx s3.2 xx s3.2
6H starter


6H, walkup, s3.2 xx s2.1 xx KA9 airgrab, f.L xx s3.2 xx s2.1
Charged command grab extension


[s1.1], 4M xx s3.2 xx s2.1 xx KA xx 2M xx s3.2 xx s3.2

Command grab cash out


S1 xx KA xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.2
Punish combo 1 bar


cl.H xx cl.H xx 6H, walkup, 2M xx s3.2 xx KA9 airgrab, f.L xx s3.2 xx s2.2

Not as good of a bar spend as command grab.

Command grab cash out


s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s2.1

Best use of a bar.

Anti-air cash out


s2.1 xx KA xx 2M xx s3.3 xx s3.3

Other best use of a bar.

Punish combo 1 bar


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.1 xx KA9 airgrab, f.L xx s3.3 xx s3.3
Charged command grab extension


[s1.1], s2.1 xx KA xx 2M xx s3.3 xx s3.3

Command grab cash out


s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s2.2

This is kind of the only good one to spend bar with 123, but its more than good enough.

OD

juggle to OD


...s3.2 xx OD

Any juggle that uses s3.2 can cancel the first hit into OD. Often worth spending the moment you get the chance.

light confirm


Light → light xx s3.3 xx OD

Can do as many lights as needed to confirm. Buffering jab into s3.3 is a strong neutral option that can be confirmed into OD for massive reward.

air tackle


air s3.3, OD

Pretty generous single hit confirm. Makes your neutral play much scarier.