Rising Thunder/Chel/Combos: Difference between revisions

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<templatestyles src="clr/styles.css"/>
 
__NOTOC__
<div style="padding-top:26px;">
{{RTCE navtabs
{{RTCE navtabs
|name = Chel
|name = Chel
}}
}}


</div>
<div class="srkbox" style="text-align:left;width: 80%;margin: auto; padding: 12px;">
<div class="header" style="font-size: 1.0em; text-align:center">Combo Notation Guide</div>
<hr style="background-color:#404040;margin: 0px 0px 0px;"><br>
{{div col|colwidth=30em}}
<b>,</b> = link into the following move<br>
<b>xx</b> = cancel into the following move<br>
<b>→</b> = chain/target combo<br>
<b>cl.</b> = close<br>
<b>st./far.</b> = far<br>
<b>cr.</b> = crouching<br>
<b>nj.</b> = neutral jumping<br>
<b>j.</b> = directional jump<br>
<b>sX.Y</b> = special X where Y is the variant<br>
<b>OD</b> = Overdrive/Super<br>
<b>[x]</b> = hold input<br>
<b>(xyz)*N</b> = sequence xyz is repeatable<br>
<b>(x)</b> = x move is optional<br>
<b>KA"X"</b> = kinetic Advance cancel in X direction<br>
<b>KD</b> = kinetic Deflect<br>
<b>fly.</b> = move done out of flying<br>
{{clear}}
</div></div>


==113==
===Bnbs===
TODO: test to see which speed of fireball is needed. Add jab airthrow routes
====0 bar====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
<tabber>112 =
|-
{{TheoryBox
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| Title      = Light confirm
|-
| Oneliner  =  
| (jH) → 6H(2) xx 6M xx S2.1 → 2M xx S3.3 → 2H || Anywhere || ??? || ??? || {{clr|2|Very Easy}} ||  
| Difficulty = Very Easy
|-
| Damage    =  
| (jH) → (2M xx (?)S1.1 xx KA6)*N → clH xx S2.1 → 2M xx S3.3 → OD  || Anywhere || ??? || ??? || {{clr|5|Medium}} || Meter cash out
| Meter      =
|-
| Anchor    =
| (jH) → (clM, 2M xx (?)S1.1 xx KA6)*N → clH xx S2.1 → 2M xx S3.3 → OD  || Anywhere || ??? || ??? || {{clr|4|Hard}} || Meter cash out if you can land the link
| Youtube    =
|-
| Recipe    = cr.L xx cr.L xx cr.L xx s3.2
| Throw xx KA6 → clH xx S2.1 → 2M xx S3.3  || Anywhere || ??? || ??? || {{clr|2|Very Easy}} ||
| content    =
|}
}}
 
{{TheoryBox
==112==
| Title      = Medium confirm
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
| Oneliner  =
|-
| Difficulty = Easy
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| Damage    =
|-
| Meter      =
| 2L*N xx S3.2 || Anywhere || ??? || ??? || {{clr|2|Very Easy}} || Only jab confirm
| Anchor    =
|}
| Youtube    =
 
| Recipe    = cl.M, cr.M, s3.2
==213==
| content    =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
}}
|-
{{TheoryBox
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| Title      = 6H starter (s3.2 ender)
|-
| Oneliner  = Also your punish and jump-in combo
| (jH) → clM → 2M xx S1.2 KA6 2M xx S3.3 cr.H || Anywhere || ??? || ??? || {{clr|2|Very East}} || Spend bar to convert from blockstring
| Difficulty = Very Easy
|}
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ...6H, 6M xx s2.1, s3.2
| content    =
}}
{{TheoryBox
| Title      = 6H starter (air throw ender)
| Oneliner  =
| Difficulty = Medium
| Damage    =
| Meter     =
| Anchor    =
| Youtube    =
| Recipe    = ...6H, 6M xx s2.1, st.L, air throw, (f+s1.1)
| content    = More damage than the s3.2 route if you started with a jump in. You can omit the fireball to trade some damage for oki. Don't hold up forward for the air throw until after the jab is finished, as to not accidentally KA.
}}
|-| X13 =
{{TheoryBox
| Title      = Medium confirm
| Oneliner  =
| Difficulty = Easy
| Damage    =  
| Meter      =  
| Anchor    =
| Youtube    =
| Recipe    = cl.M, cr.M xx s1.X
| content    = Only s1.2 will reward you with a knockdown.
}}  
{{TheoryBox
| Title      = 6H starter
| Oneliner  = Also your punish and jump-in combo
| Difficulty = Easy
| Damage    =  
| Meter      =  
| Anchor    =
| Youtube    =
| Recipe    = ...6H, 6M xx s2.1, cl.H xx s3.3, cr.H
| content    =
}}
</tabber>
<br>
{{Navbox-RTCE}}

Revision as of 07:38, 20 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

Light confirm
Very Easy


cr.L xx cr.L xx cr.L xx s3.2
Medium confirm
Easy


cl.M, cr.M, s3.2
6H starter (s3.2 ender)Also your punish and jump-in combo
Very Easy


...6H, 6M xx s2.1, s3.2
6H starter (air throw ender)
Medium


...6H, 6M xx s2.1, st.L, air throw, (f+s1.1)

More damage than the s3.2 route if you started with a jump in. You can omit the fireball to trade some damage for oki. Don't hold up forward for the air throw until after the jab is finished, as to not accidentally KA.

Medium confirm
Easy


cl.M, cr.M xx s1.X

Only s1.2 will reward you with a knockdown.

6H starterAlso your punish and jump-in combo
Easy


...6H, 6M xx s2.1, cl.H xx s3.3, cr.H