Rising Thunder/Crow/Combos: Difference between revisions

From SuperCombo Wiki
(Created page with "<templatestyles src="clr/styles.css"/> ==The loop== {| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center" |- ! Combo !! Position !! Da...")
 
No edit summary
Line 1: Line 1:
<templatestyles src="clr/styles.css"/>
<templatestyles src="clr/styles.css"/>
==The loop==
==The loop==
*The first rep of the loop (with jM starter) does 242/340 damage/stun, each additional rep of the main loop adds 69/100 damage/stun.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
|-
| (jH) → (njM xx jS2, clH xx f+S1.1 xx KA6)*N → Ender || Anywhere || ??? || ??? || {{clr|5|Medium}} || The main thing you want to learn.
| (jH) → (njM xx jS2, clH xx f+S1.1 xx KA6)*N → Ender || Anywhere || * || * || {{clr|5|Medium}} || The main thing you want to learn.
|-
|-
| (jH) → njM → (jS2, clH xx f+S1.1 xx KA9)*N → Ender || Anywhere || ??? || ??? || {{clr|3|Easy}} || The baby version.
| (jH) → njM → (jS2, clH xx f+S1.1 xx KA9)*N → Ender || Anywhere || ??? || ??? || {{clr|3|Easy}} || The baby version.
Line 13: Line 14:


===Loop enders===
===Loop enders===
Damage/Stun assumes 2 reps to equalise scaling.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
|-
| ...jS2, clH xx f+S1.1, 2H || Anywhere || ??? || ??? || {{clr|2|Very Easy}} || Standard ender, poor oki.  
| ...jS2, clH xx f+S1.1, 2H || Anywhere || 331 || 470 || {{clr|2|Very Easy}} || Standard ender, poor oki.  
|-
|-
| ...jS2, clM, 2H || Anywhere || ??? || ??? || {{clr|2|Very Easy}} || Oki ender
| ...jS2, clM, 2H || Anywhere || 309 || 430 || {{clr|2|Very Easy}} || Oki ender
|-
|-
| ...jS2, clH xx f+S1.1 xx OD → jM xx jS2 || Anywhere || ??? || ??? || {{clr|2|Very Easy}} || Dash before the jump post OD
| ...jS2, clH xx f+S1.1 xx OD → jM xx jS2 || Anywhere || 403 || 470 || {{clr|2|Very Easy}} || Dash before the jump post OD
|-
|-
| ...jS2, clH xx f+S1.1 xx OD → 2M, 6H, 6M, 6H, clH xx S2  || Corner || ??? || ??? || {{clr|5|Medium}} || Hit 2M during the OD. Delay the clH.
| ...jS2, clH xx f+S1.1 xx OD → 2M, 6H, 6M, 6H, clH xx S2  || Corner || ??? || ??? || {{clr|5|Medium}} || Hit 2M during the OD. Delay the clH. Damage Depends on s2 version.
|-
|-
| ...jS2, clH xx f+S1.1, 5L, 5L xx S2.3, 2H || Corner || ??? || ??? || {{clr|4|Hard}} || Microwalk after the disk.
| ...jS2, clH xx f+S1.1, 5L, 5L xx S2.3, 2H || Corner || 358 || 523 || {{clr|4|Hard}} || Microwalk after the disk.
|}
|}


==12x==
==12X==
Additional loop reps can be added.
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
|-
|-
|(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H, clH xx S2.2 → 2L, clH xx S2.2  || Anywhere || ??? || ??? || {{clr|4|Hard}} || Cleaver variant of the loop. Can go into it after any extension. Dash before the 2L.
|(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 2L, clH xx S2.2  || Anywhere || 375 || 591 || {{clr|4|Hard}} || Cleaver variant of the loop. Can go into it after any extension. Dash before the 2L. Vs Small bodies, most spacings will use j2H after KA9, Talos and Crow will never work with j2H and require jH. Doesn't work on Vlad at most ranges.
|-
|(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 6H, 2L xx S2.2  || Anywhere || 376 || 583 || {{clr|4|Hard}} || Higher damage but lower stun version of the same combo, dash required between 5H and 2L.
|}
|}
==13x==
==13X==
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
|-
|-

Revision as of 05:13, 25 July 2021

The loop

  • The first rep of the loop (with jM starter) does 242/340 damage/stun, each additional rep of the main loop adds 69/100 damage/stun.
Combo Position Damage Stun Difficulty Notes
(jH) → (njM xx jS2, clH xx f+S1.1 xx KA6)*N → Ender Anywhere * * Medium The main thing you want to learn.
(jH) → njM → (jS2, clH xx f+S1.1 xx KA9)*N → Ender Anywhere ??? ??? Easy The baby version.
(jH) → (njM xx jS2, clH xx f+S1.1, djM xx jS2, clM xx S1.1)*N → Ender Corner ??? ??? Very Hard Vlad only. Requires very precise spacing. Do the regular enders on the last rep.

Loop enders

Damage/Stun assumes 2 reps to equalise scaling.

Combo Position Damage Stun Difficulty Notes
...jS2, clH xx f+S1.1, 2H Anywhere 331 470 Very Easy Standard ender, poor oki.
...jS2, clM, 2H Anywhere 309 430 Very Easy Oki ender
...jS2, clH xx f+S1.1 xx OD → jM xx jS2 Anywhere 403 470 Very Easy Dash before the jump post OD
...jS2, clH xx f+S1.1 xx OD → 2M, 6H, 6M, 6H, clH xx S2 Corner ??? ??? Medium Hit 2M during the OD. Delay the clH. Damage Depends on s2 version.
...jS2, clH xx f+S1.1, 5L, 5L xx S2.3, 2H Corner 358 523 Hard Microwalk after the disk.

12X

Additional loop reps can be added.

Combo Position Damage Stun Difficulty Notes
(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 2L, clH xx S2.2 Anywhere 375 591 Hard Cleaver variant of the loop. Can go into it after any extension. Dash before the 2L. Vs Small bodies, most spacings will use j2H after KA9, Talos and Crow will never work with j2H and require jH. Doesn't work on Vlad at most ranges.
(jH) → njM xx jS2, clH xx f+S1.1 xx KA9 → j2H/jH, clH xx S2.2 → 6H, 2L xx S2.2 Anywhere 376 583 Hard Higher damage but lower stun version of the same combo, dash required between 5H and 2L.

13X

Combo Position Damage Stun Difficulty Notes
(5L/2L)*N xx S2.3 Anywhere ??? ??? Very Easy Only jab conversion.
(5L/2L)*N xx S2.3, 2H Corner ??? ??? Very Easy Only jab conversion.