Rising Thunder/Crow/Combos: Difference between revisions

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<div class="header" style="font-size: 1.0em; text-align:center">Combo Notation Guide</div>
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<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>
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===The Loop===
===The Loop===
<tabber>Standard =
<tabber>Standard =

Latest revision as of 09:12, 21 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

The Loop

Standard Loop
Medium
nj.M xx j.s2, cl.H xx f+s1 xx KA6, nj.M xx j.s2, cl.H xx f+s1 xx KA6...

This is pretty much the basis for all of your combos, the route that lets you cash out off fuzzy, you need to learn this. Crow really only has one real BnB. If you have any difficulty with the loop, the video is a full overview of the combo and tips for landing it. In summary:
-Don't hold forwards until after you've buffered your cl.H, otherwise you'll get 6H

Easy Loop
Easy
nj.M xx j.s2, cl.H xx f+s1 xx KA9, j.s2, cl.H xx f+s1 xx KA9...

This is a significant downgrade from the regular route, with worse damage, dizzy, and corner carry. Only bother if you want to pick up the character quick and dirty and have no time to learn the normal loop.


Loop Enders


0 bar

Oki Loop ender
Easy
nj.M xx j.s2, cl.M, cr.H

Doesn't put disk on cooldown for oki. Loses a lot of damage and dizzy.

Corner sting ender
Hard
nj.M xx j.s2, cl.H xx f+s1, (walk), st.L xx st.L xx s2.3, cr.H.

Requires corner and sting. If you can't land the sweep after, you need to microwalk for another frame.


1 bar

Cleaver damage enderThis is the reason you pick cleaver
Hard
Damage: 375 / Stun: 591
j.M xx j.s2, cl.H xx f+s1 xx KA9 xx (j.H or d+j.H), cl.H xx s2.2, (dash) cr.L, cl.H xx s2.2

Can be done after one loop as shown above (1 bar) or after 2 loops (2 bars)
This is the most important combo if you play cleaver, it requires some practice to be able to land in a match, most of the time, either jump heavy will work. Sometimes depending on the initial combo spacing you will be forced to land in front with j.H with no option to cross-up. If you are very close to the corner, you want to cross up to avoid being to close to the wall. When the wallbounce lands too close to the wall you will not be able to dash, and the combo is far more likely to fall out.

Cleaver oki ender
Medium
Damage: 334 / Stun: 509
j.M xx j.s2, cl.H xx f+s1 xx KA9 xx (j.H or d+j.H), cl.H xx s2.2, (dash), cr.H

Cuts combo early to end with sweep. You lose a lot of damage for much better oki. While this is the highest damage perfect oki route, its not usually what you want to do with cleaver. You normally want to stun with the cleaver combo as your second touch in the round, but if you know for sure you can't quite stun, this is the ender.

Puncture ender
Hard
Damage: 333 / Stun = 500
nj.M xx j.s2, cl.H xx f+s1 xx KA9, j.H, cl.H xx f+s1, cr.M xx s2.1

Can be done after one loop as shown above (1 bar) or after 2 loops (2 bars)
Doesn't work consitently on Edge, Chel and Aegis. This combo is pretty infamous for being associated with a pushback glitch which can sometimes cause it to work vs small body characters. I would never recommend going for this combo on one of the characters listed above.
The ender itself provides a tiny damage improvement of 2 over the regular ender and a respectable 30 extra dizzy. Puncture oki is not the best but its workable, this basically just replaces your normal damage ender.

Midscreen sting ender
Hard
Damage: 330 / Stun = 500
nj.M xx j.s2, cl.H xx f+s1 xx KA9, j.H, cl.H xx f+s1, cr.M xx s2.1

Can be done after one loop as shown above (1 bar) or after 2 loops (2 bars)
Doesn't work consitently on Edge, Chel and Aegis. This combo is pretty infamous for being associated with a pushback glitch which can sometimes cause it to work vs small body characters. I would never recommend going for this combo on one of the characters listed above.
Unlike the puncture version of this ender, this ender actually loses damage over a regular damage ender, however it still does 500 dizzy. The only times to go for this ender are:
-The extra 30 dizzy looks like it might stun.
-You are close enough to the corner for a jump in after sting, you need more damage than the oki ender (maybe for chip kill), and you are playing vs Edge.
The standard damage ender doesn't give a safe jump vs Edge quick rise DP but sting does.


OD

Midscreen OD ender
Medium
Damage: 341 / Stun: 400
nj.M xx j.s2, cl.H xx f+s1 xx OD, (dash), cl.H xx s2.1

Make sure to not buffer the dash if you have bar to avoid getting an accidental KA. This combo works with just a minimum length dash, but you can choose to keep running for extra corner carry.

Corner OD ender
Medium
Damage: 397 / Stun: 480
nj.M xx j.s2, cl.H xx f+s1 xx OD, cr.M, 6H, 6M, 6H, cl.H xx s2.1

The crouch medium hits while the super is connecting and doesn't count towards juggle.

Midscreen OD ender
Medium
Damage: 392 / Stun: 482
nj.M xx j.s2, cl.H xx f+s1 xx OD, (dash), cl.H xx s2.2, 6H, 6H

Make sure to not buffer the dash if you have bar to avoid getting an accidental KA. If you get a low juggle its safer to end with a second s2.2 instead of 6H.

Corner OD ender
Medium
Damage: 396 / Stun: 483
nj.M xx j.s2, cl.H xx f+s1 xx OD, cr.M, 6H, 6M, 6H, cl.H xx s2.2

The crouch medium hits while the super is connecting and doesn't count towards juggle. Using 2.2 early will bounce them out the corner, don't do it.

Midscreen OD ender
Medium


nj.M xx j.s2, cl.H xx f+s1 xx OD, (dash), cl.H xx s2.3

Make sure to not buffer the dash if you have bar to avoid getting an accidental KA. This combo works with just a minimum length dash, but you can choose to keep running for extra corner carry. Alternatively, you could end with OD, j.M xx js2 less damage but gives you a close knockdown.

Corner OD ender
Medium


nj.M xx j.s2, cl.H xx f+s1 xx OD, cr.M, 6H, 6M, 6H, cl.H xx s2.3

The crouch medium hits while the super is connecting and doesn't count towards juggle.