Rising Thunder/Talos/Strategy: Difference between revisions

From SuperCombo Wiki
No edit summary
 
Line 1: Line 1:
===Special movesets===
{{RTCE navtabs
|name = Talos
}}
__FORCETOC__
<div class="srkbox" style="text-align:left;width: 100%;margin: left; padding: 12px;">
<div style="text-align:center">
==Loadout Overview==
</div>
<hr style="background-color:#404040;margin: 0px 0px 0px;"><br>
<b>Note:</b> Talos is one of the more modular characters in the game. You are going to be picking and switching loadout based on personal preference, character matchup, and even player matchup frequently. There is no one best loadout.
<br><br>
====s1.1 vs s1.2====
s1.1 is the default command grab, it gives you combos, plays well into your setplay and functions well as an anti-grab tool. <br>
This version of the command grab is chargable and grants armour when fully charged on frame 25, the charge sucks opponents in and a charged command grab can start a combo without spending bar.
when you are playing with this command grab, its often your main meter sink. The return on one bar spent is excellent regardless of what other loadout picks you have. This means s1.1 is never a bad pick, and helps you fulfill your main win condition.
<br><br>


S1.1 vs. S1.2 - your command grab of choice. Deal good to very big damage. Have armor applications in some way
s1.2 is the counter pick, switch up option. It gives you no combos (it cannot be KA cancelled), and much weaker set play. But its armoured on frame 3, and importantly only has 6 frames of start up. For some matchups this turns Talos into the biggest sitting duck on defense, into a character than can be unpredictable.<br>
When playing with s1.2, you need to find other ways of spending meter that would otherwise go to converting command grabs. and in turn thats going to affect your other loadout picks. s1.2 paired with other defensive specials can seem like an iron wall, but you might not kill people fast enough to win.
<br><br>


| S1.1
====s2.1 vs s2.2====
These two moves follow the same trend as the grounded command grabs, just as the anti-air versions.<br><br>
s2.1 is the combo option, and in best case scenarios allows for massive damage output. It isn't quite as integral as having a combo command grab though, the reward for spending a bar on an uncharged s2.1 is not as good as it is for s1.1.<br>
One of the appeals of picking s1.1 and s2.1 in combination, is that the opponent cannot tell which move you are charging before you release.
<br>Pick s2.1 if you want to blow your opponent up, or if you think you can catch them with a charged 2.1 read.
<br><br>


+ Bigger damage, especially if charged
like s1.2, s2.2 is the defensive choice. <b>s2.2 is the best anti-air in the game.</b><br> Armoured starting on frame 3 and an excellent hitbox. s2.2 is excellent at stopping offense, especially in a game dominated by strong air approaches.<br>
s2.2 is not cancellable or chargeable, and it deals less damage than s2.1 even without cancels. It does have the added bonus of a lower cooldown, which is very relevant for anti-air tools.
<br><br>


+ charged stance vaccums opponents while armored, can be delayed to beat backdashes
====s3.1 vs s3.2 vs s3.3====
s3.1 is Talos' worst special move. Has decent range, but only hits grounded. Is plus on block, but Talos’ moves are too slow to make use of that. The best part about the move is the air version, but s3.2 gets access to the same move. Never a reason to pick this.
<br><br>


+ Big range
s3.2 is the damage option amongst special 3s. It is extremely easy to fit into combo routes, does good damage as a power hit and most importantly: allows you to combo into OD from a juggle.
<br> Air s3.2 is a useful tool for changing your jump arc, its got good range and combos on hit.
<br><br>


+ Leads to combos if charged or uncharged with KA
s3.3 is the neutral option, air s3.3 is particularly strong giving you a plus on block air approach, that can lead to combos on hit. This makes it appealing in matchups where you otherwise have difficulty navigating neutral.<br>
The other strength of s3.3 is conversions from jabs, and confirms into super. Gives you some reward for your less committal options.


- armor only appears on frame 25f.
~TODO: example loadouts + strengths&weaknesses
 
</div>
| S1.2
<br>
 
{{Navbox-RTCE}}
+ armor on frame 3, gives it great utility in interrupting frame traps
 
+ less cooldown
 
- much less damage, cannot be converted off of whatsoever
 
- cannoy be charged or delayed
 
 
S2.1 vs. S2.2 - your dedicated anti air. Involve some application of armor. Both are some of the best anti airs in the game, period.
 
| S2.1
 
+ Much more damage, especially if charged
 
+ Simillar to S1.1, can be charged and delayed in an armored stance that vacuums opponent. the stance is also visually identical to S1.1's.
 
+ can be used to extend combos using KA or finish them with a knockdown if you wish, as well as start them
 
- Armor only on frame 25.
 
 
| S2.2
 
+ armor on frame 3, makes it much more generous to anti air with
 
+ A slightly better hitbox as an anti air
 
- cannot be charged
 
- cannot be used to extend or start combos whatsoever

Latest revision as of 12:30, 22 December 2024


Loadout Overview



Note: Talos is one of the more modular characters in the game. You are going to be picking and switching loadout based on personal preference, character matchup, and even player matchup frequently. There is no one best loadout.

s1.1 vs s1.2

s1.1 is the default command grab, it gives you combos, plays well into your setplay and functions well as an anti-grab tool.
This version of the command grab is chargable and grants armour when fully charged on frame 25, the charge sucks opponents in and a charged command grab can start a combo without spending bar. when you are playing with this command grab, its often your main meter sink. The return on one bar spent is excellent regardless of what other loadout picks you have. This means s1.1 is never a bad pick, and helps you fulfill your main win condition.

s1.2 is the counter pick, switch up option. It gives you no combos (it cannot be KA cancelled), and much weaker set play. But its armoured on frame 3, and importantly only has 6 frames of start up. For some matchups this turns Talos into the biggest sitting duck on defense, into a character than can be unpredictable.
When playing with s1.2, you need to find other ways of spending meter that would otherwise go to converting command grabs. and in turn thats going to affect your other loadout picks. s1.2 paired with other defensive specials can seem like an iron wall, but you might not kill people fast enough to win.

s2.1 vs s2.2

These two moves follow the same trend as the grounded command grabs, just as the anti-air versions.

s2.1 is the combo option, and in best case scenarios allows for massive damage output. It isn't quite as integral as having a combo command grab though, the reward for spending a bar on an uncharged s2.1 is not as good as it is for s1.1.
One of the appeals of picking s1.1 and s2.1 in combination, is that the opponent cannot tell which move you are charging before you release.
Pick s2.1 if you want to blow your opponent up, or if you think you can catch them with a charged 2.1 read.

like s1.2, s2.2 is the defensive choice. s2.2 is the best anti-air in the game.
Armoured starting on frame 3 and an excellent hitbox. s2.2 is excellent at stopping offense, especially in a game dominated by strong air approaches.
s2.2 is not cancellable or chargeable, and it deals less damage than s2.1 even without cancels. It does have the added bonus of a lower cooldown, which is very relevant for anti-air tools.

s3.1 vs s3.2 vs s3.3

s3.1 is Talos' worst special move. Has decent range, but only hits grounded. Is plus on block, but Talos’ moves are too slow to make use of that. The best part about the move is the air version, but s3.2 gets access to the same move. Never a reason to pick this.

s3.2 is the damage option amongst special 3s. It is extremely easy to fit into combo routes, does good damage as a power hit and most importantly: allows you to combo into OD from a juggle.
Air s3.2 is a useful tool for changing your jump arc, its got good range and combos on hit.

s3.3 is the neutral option, air s3.3 is particularly strong giving you a plus on block air approach, that can lead to combos on hit. This makes it appealing in matchups where you otherwise have difficulty navigating neutral.
The other strength of s3.3 is conversions from jabs, and confirms into super. Gives you some reward for your less committal options.

~TODO: example loadouts + strengths&weaknesses