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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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.
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. You can go for KD here, tho KA is still more recommended


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- 223:


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.
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. Can really work with either KA or KD, as KA allows for conversions off of throws which S1.2 lacks, while KD compliments the tendency towards defensive play as it allows Talos to potentially escape punishment from mistakes without a large sacrafice.

Revision as of 10:03, 16 February 2022

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 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.

- 122:

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. You can go for KD here, tho KA is still more recommended

- 223:

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. Can really work with either KA or KD, as KA allows for conversions off of throws which S1.2 lacks, while KD compliments the tendency towards defensive play as it allows Talos to potentially escape punishment from mistakes without a large sacrafice.