Rising Thunder/Vlad/Combos: Difference between revisions

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| content    = You can modulate this to fit however much bar you have.<br>For example: If you have just one bar, only execute one rep of the sput loop (each rep shown in brackets).<br>If you have no bar, you can skip both sets of brackets and just do your combo ender.
| content    = You can modulate this to fit however much bar you have.<br>For example: If you have just one bar, only execute one rep of the sput loop (each rep shown in brackets).<br>If you have no bar, you can skip both sets of brackets and just do your combo ender.
}}
}}
 
<br>
====0 bar====
<tabber> X12 =
{{TheoryBox
| Title      = Bash ender
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = ...s3.2, fly.H, cl.M → H (xx 1.2) / (xx OD, cr.H)
| content    = The <code>fly.H, cl.M → H</code> after bash can take some practise to get. You need to delay your jump, and hit the fly.H as low to the ground as possible.<br>Its mandatory to learn this ender if you play s1.2, as it sets up for your vortex.<br>For s1.1 its damage and oki optimal, but a big deal if you drop it.
}}
{{TheoryBox
| Title      = Far connect heavy
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (fly.M,) far.H xx fly.M, far.M xx s3.2, fly.H, cl.M → H (xx 1.2) / (xx OD, cr.H)
| content    = If you are out of range for sputnik loops to connect, this becomes your bnb.<br>This combo can frequently be improved: covered in optimising fuel
}}
</tabber>
<br>
====1 bar====
<tabber> X12 =
{{TheoryBox
| Title      = Throw
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = throw xx KA6, s3.2 fly.H, cl.M → H (xx 1.2)
| content    = This is your best way to spend meter with s1.2, making it a must learn.<br>You do not have enough juggle to combo into OD with this route, if you want to spend OD: <code>...s3.2 fly.H, cl.H xx OD</code> works reliably midscreen.
}}
|-| 112 =
{{TheoryBox
| Title      = Low combo
| Oneliner  = Clobbering rush could never
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cr.L xx s1.1 xx KA7, fly.H, cl.H (xx fly.H xx cl.H) xx s1.1, far.M xx s3.2 fly.H, cl.M → H [xx OD, cr.H]
| content    = You must be very close for this combo to work. You can confirm this, only hold up if you see the first part hit. <br>You can also get a sput loop if you want to spend an extra bar during the combo.<br>Cut the section in brackets if you don't have the fuel to fly cancel.<br>Can spend OD if you have it.
}}
</tabber>
<br>
====OD====
{{TheoryBox
| Title      = OD follow-ups
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = OD...
| content    = <code>cl.M → H (xx s1.2)</code> Only works if OD hit grounded.<br>
<code>cr.H</code> Best damage.<br>
<code>s2</code> Best oki.<br>
<code>cl.H [xx fly.H]</code> Best mixup, the fly.H can be timed to be meaty after flip out, and is a safe jump.
}}
<tabber>112 =
{{TheoryBox
| Title      = Low OD confirm
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cr.L xx s1.1 xx OD, cr.H
| content    = You must be very close for this combo to work. You can confirm this easily.
}}
</tabber>
<br><br>
===Advanced===
====Fuel optimisations====
{{TheoryBox
| Title      = Heavy extend fly
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = far/cl.H xx [fly].H, cl.H... / <br>far.H xx [fly].H, far.M
| content    = If you have fuel, you can fly for longer to get in range for a jump heavy.<br>In the first example this allows us to go into our close range routes like sput loops.<br>The second example is assume a near max range far.H, in that case we can never fly for long enough to get in range for sputnik loops, but we can still increase our damage over regular routing using the fly.H.
}}
{{TheoryBox
| Title      = Double fly cancel routes.
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = fly.2H, cl.H xx fly.H, cl.H xx s1.1 xx KA9, j.H, cl.H xx s1.1 xx KA8, fly.H, cl.H xx s1.1, far.H xx fly.M, far.M xx s3.2....
| content    = Normally we can only fly cancel once during a sput loop, but by doing our first fly cancel at the start, and then finding ways to conserve fuel, we can get a second one later in the combo.<br>In this route we conserve fuel by not flying after the first <code>s1.1 xx KA9, j.H</code> sequence.<br>It is possible to conserve fuel another way: delay links in the combo but you may not be in range for far.H after the second fly cancel sequence.<br>
In this route we specifically KA8 for the second cancel, this ensures the correct spacing for the sputnik to hit late enough for far.H to combo.
}}
<br>
<br>
{{Navbox-RTCE}}
{{Navbox-RTCE}}

Revision as of 10:01, 23 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

Sputnik loop

Just the sput looprequires s1.1
Easy


...(cl.H xx s1.1 xx KA9, fly.H)*N

On its own the sput loop is not full combo, but by learning this, you've learnt how to spend your KA with Vlad.
Sput loops do massive damage and dizzy, and are significant reason why 112 is such a strong loadout.

Full sput loop example combostill requires s1.1
Medium


j.H, cl.H xx fly.H, (cl.H xx s1.1 xx KA9, fly.H), (cl.H xx s1.1 xx KA9, fly.H), cl.H xx s1.1, far.M xx s3.2, j.H, cl.M → H

You can modulate this to fit however much bar you have.
For example: If you have just one bar, only execute one rep of the sput loop (each rep shown in brackets).
If you have no bar, you can skip both sets of brackets and just do your combo ender.


0 bar

Bash ender


...s3.2, fly.H, cl.M → H (xx 1.2) / (xx OD, cr.H)

The fly.H, cl.M → H after bash can take some practise to get. You need to delay your jump, and hit the fly.H as low to the ground as possible.
Its mandatory to learn this ender if you play s1.2, as it sets up for your vortex.
For s1.1 its damage and oki optimal, but a big deal if you drop it.

Far connect heavy


(fly.M,) far.H xx fly.M, far.M xx s3.2, fly.H, cl.M → H (xx 1.2) / (xx OD, cr.H)

If you are out of range for sputnik loops to connect, this becomes your bnb.
This combo can frequently be improved: covered in optimising fuel


1 bar

Throw


throw xx KA6, s3.2 fly.H, cl.M → H (xx 1.2)

This is your best way to spend meter with s1.2, making it a must learn.
You do not have enough juggle to combo into OD with this route, if you want to spend OD: ...s3.2 fly.H, cl.H xx OD works reliably midscreen.

Low comboClobbering rush could never


cr.L xx s1.1 xx KA7, fly.H, cl.H (xx fly.H xx cl.H) xx s1.1, far.M xx s3.2 fly.H, cl.M → H [xx OD, cr.H]

You must be very close for this combo to work. You can confirm this, only hold up if you see the first part hit.
You can also get a sput loop if you want to spend an extra bar during the combo.
Cut the section in brackets if you don't have the fuel to fly cancel.
Can spend OD if you have it.


OD

OD follow-ups


OD...

cl.M → H (xx s1.2) Only works if OD hit grounded.
cr.H Best damage.
s2 Best oki.
cl.H [xx fly.H] Best mixup, the fly.H can be timed to be meaty after flip out, and is a safe jump.

Low OD confirm


cr.L xx s1.1 xx OD, cr.H

You must be very close for this combo to work. You can confirm this easily.



Advanced

Fuel optimisations

Heavy extend fly


far/cl.H xx [fly].H, cl.H... /
far.H xx [fly].H, far.M

If you have fuel, you can fly for longer to get in range for a jump heavy.
In the first example this allows us to go into our close range routes like sput loops.
The second example is assume a near max range far.H, in that case we can never fly for long enough to get in range for sputnik loops, but we can still increase our damage over regular routing using the fly.H.

Double fly cancel routes.


fly.2H, cl.H xx fly.H, cl.H xx s1.1 xx KA9, j.H, cl.H xx s1.1 xx KA8, fly.H, cl.H xx s1.1, far.H xx fly.M, far.M xx s3.2....

Normally we can only fly cancel once during a sput loop, but by doing our first fly cancel at the start, and then finding ways to conserve fuel, we can get a second one later in the combo.
In this route we conserve fuel by not flying after the first s1.1 xx KA9, j.H sequence.
It is possible to conserve fuel another way: delay links in the combo but you may not be in range for far.H after the second fly cancel sequence.
In this route we specifically KA8 for the second cancel, this ensures the correct spacing for the sputnik to hit late enough for far.H to combo.