Rising Thunder/Talos/Strategy: Difference between revisions

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(Created page with "===Special movesets=== - 112 (S1.1, S2.1, S3.2) + KA: The most common set, although the most offensive one, it uses the combination of S1.1 and S2.1 for strong armored mixup...")
 
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===Special movesets===
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==Loadout Overview==
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<b>Note:</b> Talos is one of the more modular characters in the game. You are going to be picking and switching loadout based on personal preference, character matchup, and even player matchup frequently. There is no one best loadout.
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====s1.1 vs s1.2====
s1.1 is the default command grab, it gives you combos, plays well into your setplay and functions well as an anti-grab tool. <br>
This version of the command grab is chargable and grants armour when fully charged on frame 25, the charge sucks opponents in and a charged command grab can start a combo without spending bar.
when you are playing with this command grab, its often your main meter sink. The return on one bar spent is excellent regardless of what other loadout picks you have. This means s1.1 is never a bad pick, and helps you fulfill your main win condition.
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- 112 (S1.1, S2.1, S3.2) + KA:
s1.2 is the counter pick, switch up option. It gives you no combos (it cannot be KA cancelled), and much weaker set play. But its armoured on frame 3, and importantly only has 6 frames of start up. For some matchups this turns Talos into the biggest sitting duck on defense, into a character than can be unpredictable.<br>
When playing with s1.2, you need to find other ways of spending meter that would otherwise go to converting command grabs. and in turn thats going to affect your other loadout picks. s1.2 paired with other defensive specials can seem like an iron wall, but you might not kill people fast enough to win.
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The most common set, although the most offensive one, it uses the combination of S1.1 and S2.1 for strong armored mixups, and S3.2 for big combos extensions as well as setting up these mixups. KA is a must here since its used to expand on the combo + mixup game this set depends on.
====s2.1 vs s2.2====
These two moves follow the same trend as the grounded command grabs, just as the anti-air versions.<br><br>
s2.1 is the combo option, and in best case scenarios allows for massive damage output. It isn't quite as integral as having a combo command grab though, the reward for spending a bar on an uncharged s2.1 is not as good as it is for s1.1.<br>
One of the appeals of picking s1.1 and s2.1 in combination, is that the opponent cannot tell which move you are charging before you release.
<br>Pick s2.1 if you want to blow your opponent up, or if you think you can catch them with a charged 2.1 read.
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- 122:
like s1.2, s2.2 is the defensive choice. <b>s2.2 is the best anti-air in the game.</b><br> Armoured starting on frame 3 and an excellent hitbox. s2.2 is excellent at stopping offense, especially in a game dominated by strong air approaches.<br>
s2.2 is not cancellable or chargeable, and it deals less damage than s2.1 even without cancels. It does have the added bonus of a lower cooldown, which is very relevant for anti-air tools.
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Keeps an offensive orientation but sacraficing S2.1 combo extensions and chargability in place of a purely better anti air. probably has more merit in matchups against characters wit hstrong air game like crow or vlad.
====s3.1 vs s3.2 vs s3.3====
s3.1 is Talos' worst special move. Has decent range, but only hits grounded. Is plus on block, but Talos’ moves are too slow to make use of that. The best part about the move is the air version, but s3.2 gets access to the same move. Never a reason to pick this.
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- 223:
s3.2 is the damage option amongst special 3s. It is extremely easy to fit into combo routes, does good damage as a power hit and most importantly: allows you to combo into OD from a juggle.
<br> Air s3.2 is a useful tool for changing your jump arc, its got good range and combos on hit.
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a much more defensive set in nature, that will rely more on using s1.2 to take turns in pressure, s2.1 to deterring jumps, which is complimented by S3.3 broadening Talos' hitconfirm options from pokes. you can still use s3.3's first part to set up mixups as a resets, but its not nearly as powerful as the offensive set.
s3.3 is the neutral option, air s3.3 is particularly strong giving you a plus on block air approach, that can lead to combos on hit. This makes it appealing in matchups where you otherwise have difficulty navigating neutral.<br>
The other strength of s3.3 is conversions from jabs, and confirms into super. Gives you some reward for your less committal options.
 
~TODO: example loadouts + strengths&weaknesses
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Latest revision as of 12:30, 22 December 2024


Loadout Overview



Note: Talos is one of the more modular characters in the game. You are going to be picking and switching loadout based on personal preference, character matchup, and even player matchup frequently. There is no one best loadout.

s1.1 vs s1.2

s1.1 is the default command grab, it gives you combos, plays well into your setplay and functions well as an anti-grab tool.
This version of the command grab is chargable and grants armour when fully charged on frame 25, the charge sucks opponents in and a charged command grab can start a combo without spending bar. when you are playing with this command grab, its often your main meter sink. The return on one bar spent is excellent regardless of what other loadout picks you have. This means s1.1 is never a bad pick, and helps you fulfill your main win condition.

s1.2 is the counter pick, switch up option. It gives you no combos (it cannot be KA cancelled), and much weaker set play. But its armoured on frame 3, and importantly only has 6 frames of start up. For some matchups this turns Talos into the biggest sitting duck on defense, into a character than can be unpredictable.
When playing with s1.2, you need to find other ways of spending meter that would otherwise go to converting command grabs. and in turn thats going to affect your other loadout picks. s1.2 paired with other defensive specials can seem like an iron wall, but you might not kill people fast enough to win.

s2.1 vs s2.2

These two moves follow the same trend as the grounded command grabs, just as the anti-air versions.

s2.1 is the combo option, and in best case scenarios allows for massive damage output. It isn't quite as integral as having a combo command grab though, the reward for spending a bar on an uncharged s2.1 is not as good as it is for s1.1.
One of the appeals of picking s1.1 and s2.1 in combination, is that the opponent cannot tell which move you are charging before you release.
Pick s2.1 if you want to blow your opponent up, or if you think you can catch them with a charged 2.1 read.

like s1.2, s2.2 is the defensive choice. s2.2 is the best anti-air in the game.
Armoured starting on frame 3 and an excellent hitbox. s2.2 is excellent at stopping offense, especially in a game dominated by strong air approaches.
s2.2 is not cancellable or chargeable, and it deals less damage than s2.1 even without cancels. It does have the added bonus of a lower cooldown, which is very relevant for anti-air tools.

s3.1 vs s3.2 vs s3.3

s3.1 is Talos' worst special move. Has decent range, but only hits grounded. Is plus on block, but Talos’ moves are too slow to make use of that. The best part about the move is the air version, but s3.2 gets access to the same move. Never a reason to pick this.

s3.2 is the damage option amongst special 3s. It is extremely easy to fit into combo routes, does good damage as a power hit and most importantly: allows you to combo into OD from a juggle.
Air s3.2 is a useful tool for changing your jump arc, its got good range and combos on hit.

s3.3 is the neutral option, air s3.3 is particularly strong giving you a plus on block air approach, that can lead to combos on hit. This makes it appealing in matchups where you otherwise have difficulty navigating neutral.
The other strength of s3.3 is conversions from jabs, and confirms into super. Gives you some reward for your less committal options.

~TODO: example loadouts + strengths&weaknesses