Rising Thunder/Aegis/Combos: Difference between revisions

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{{RTCE navtabs
{{RTCE navtabs
|name = Aegis
|name = Aegis
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{{ComboNotation-RTCE}}
 
====Bnbs====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
===0 bar===
|-
{{TheoryBox
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| Title      = jab confirms
|-
| Oneliner  =
| 5L/2L xx S1(4) xx S2 || Anywhere || ??? || ??? || {{clr|2|Very Easy}} || Only jab confirm
| Difficulty =
|-
| Damage    =
| (jH) → clTC xx S1(4) xx S2 || Anywhere || ??? || ??? || {{clr|2|Very Easy}} ||
| Meter      =
|-
| Anchor    =
| (jH) clTC xx S1(2) xx S2 xx KA9 → j[H], 4H, 4H, S1(2) xx S3 || Anywhere || ??? || ??? || {{clr|5|Medium}} ||
| Youtube    =
|-
| Recipe    = cr.L cr.L xx s1 xx s2
| Throw xx KA6 → 4H, 4H, clH xx S2 xx OD → j[H] || Corner || ??? || ??? || {{clr|3|Easy}} || Dunk setup.
| content    = You cannot chain more than one crouch jab. In this example where you are not spending bar, you should aim to maximise the number of s1 hits before cancelling into s2 (4+ hits is good). It is possible to push the opponent out of range of the s2, so if it looks like you are at max range, cancel into s2. <br><br>
|-
If s2 is on cooldown and you just need some extra damage or stun, <code>...s1, far.M</code> will combo. <br>This may not be preferable to just dropping the combo after s1 and taking the plus frames.
| j[H] → 4H, 4H, clH xx S2 xx OD → j[H] || Corner || 371 || 508 || {{clr|3|Easy}} || Dunk setup.
}}  
|-
<br>
| (jH) → clTC xx S1(2) xx S2 → 2L, 4H, 2M xx OD → 2H || Corner || 370 || 509 || {{clr|5|Medium}} ||
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|}

Revision as of 10:54, 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

Bnbs

0 bar

jab confirms


cr.L → cr.L xx s1 xx s2

You cannot chain more than one crouch jab. In this example where you are not spending bar, you should aim to maximise the number of s1 hits before cancelling into s2 (4+ hits is good). It is possible to push the opponent out of range of the s2, so if it looks like you are at max range, cancel into s2.

If s2 is on cooldown and you just need some extra damage or stun, ...s1, far.M will combo.
This may not be preferable to just dropping the combo after s1 and taking the plus frames.