Rising Thunder/Chel/Frame Data

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< Rising Thunder‎ | Chel
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Move Name Block Zone Damage Dizzy Meter Gain Cancel Startup Active Recovery Total Frame Adv on Block Frame Adv on Hit Block Stun Hit Stun Cooldown Properties
close L H/L 30 50 40 Spc/OD/KA 5 2 7 14 4 6 12 14 whiffs over crouching opponents; cancelable into Light attacks
close M H/L 65 100 80 Spc/OD/KA 6 3 8 17 5 8 15 18
close H H/L 100 200 120 Spc/OD/KA 7 5 22 34 -8 -4 18 22 forces stand
far L H/L 30 50 40 Spc/OD/KA 5 2 8 15 3 5 12 14 whiffs over crouching opponents; cancelable into Light attacks
-> far L (alt) H/L 30 50 40 Spc/OD/KA 5 2 8 15 3 5 12 14 whiffs over crouching opponents; cancelable into Light attacks
far M H/L 70 100 80 OD/KA 7 3 14 24 -1 2 15 18 whiffs over crouching opponents
far H H/L 105 200 120 OD/KA 9 4 22 35 -7 -3 18 22 whiffs over crouching opponents
crouch L Low 30 50 40 Spc/OD/KA 6 2 8 16 3 5 12 14 cancelable into Light attacks
crouch M Low 65 100 80 Spc/OD/KA 7 3 15 25 -2 1 15 18
crouch H Low 100 150 120 Spc/OD/KA 8 4 27 39 -12 sweep 18 -
diagonal jump L High 50 50 40 Special 5 15 13 16
diagonal jump M High 80 100 80 None 6 10 15 18
diagonal jump H High 100 200 120 None 7 7 17 20
neutral jump L High 50 50 40 Special 5 15 13 16
neutral jump M High 80 100 80 None 6 10 15 18
neutral jump H High 100 200 120 None 7 7 17 20
jump 2H High 100 200 120 None 9 7 17 20 crossup air attack
6M H/L 75 100 80 Spc/OD/KA 20 4 12 36 0 3 15 18 airborne during frames 7-27; invincible low during frames 7-26; cancelable into specials on landing
6H first hit H/L 55 100 60 OD/KA 15 2 19 36 - - 20 25 cancelable into 6M
-> 6H second hit H/L 55 100 60 OD/KA 3 2 13 18 4 8 18 22 cancelable into 6M
Forward Throw Attempt Unblk 50+50 50+0 40+0 KnAdv 5 3 27 35
Back Throw Attempt Unblk 125 150 80 None 5 3 27 35
Air Throw Attempt Unblk 55+55 100+0 60+0 None 5 3 can attack/block after 12 landing frames, and walk after 14 frames; landing cancelable into S1 after 2 frames and OD after 4 frames
Forward Dash - None 20 transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 18f in both cases
-> Forward Run - Any cancelable into attack or jump; transitions into forward run stop
-> Forward Run Stop - Any 10 cancelable into attack or jump; all actions enabled after 10 frames
Back Dash - None 30 invincible during frames 1-8; throw invulnerable from frames 9-15
Night Sun (S1v1) H/L 75 100 40 OD/KA 15 1 35 51 -9 -5 18+8P 22+8P 1.5 sec cooldown resets when projectile dies
Aerial Night Sun (S1v1) H/L 75 100 40 None 15 1 18+8P 22+8P 1.5 sec can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies
Solar Flare (S1v2) H/L 80 100 40 OD/KA 14 1 33 48 -7 knockback 18+8P - 2 sec cooldown resets when projectile dies
Crush Breeze (S2v1) H/L 80 [60] 125 [100] 30 OD/KA 8 11 41 60 -36 launch 15 - 6 sec invincible during frames 1-10; airborne during frames 12-42; transitions into Crush Breeze Ender on clean hit, after exactly 20 frames; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter
-> Crush Breeze Ender H/L 35! 75! 20! None 19 4 33 56 - grd bounce - -
Spiral Eclipse (S2v2) H/L 100 [75] 150 [100] 40 OD/KA 6 10 29 45 -23 launch 15 - 5 sec invincible during frames 1-8; airborne during frames 10-31; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter
Dancing Wind (S3v1) H/L 20 + 20 + 20 + 50 = 110 40 + 40 + 40 + 80 = 200 25 + 25 + 25 + 45 = 120 KnAdv 14 3 (10) 3 (10) 3 (12) 4 25 84 -10 launch 18 - 7 sec whiffs over crouching opponents; airborne during frames 11-45; projectile invulnerable from frames 13-44
Stinging Wind (S3v2) H/L 20 + 20 + 20 + 45 = 105 40 + 40 + 40 + 80 = 200 25 + 25 + 25 + 45 = 120 KnAdv 10 3 (12) 3 (10) 3 (15) 4 21 81 -6 backslide 18 - 5 sec 1st hit forces stand, 2nd-3rd hits whiff over crouching opponents; airborne on frames 11-44; projectile invulnerable from frames 10-42
Soaring Wind (S3v3) H/L 30! + 30! + 60! = 120! 60! + 60! + 80! = 200! 30! + 30! + 60! = 120! None 18 3 (10) 3 (13) 4 37 88 - wall bounce - - 6 sec whiffs over standing and crouching opponents; 1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count; airborne during frames 18-68
Supernova (OD) H/L 45!x4 + 70! = 250! 0 -1000 OD KnAdv 5+5+7 1 84 102 -30 twist 18+36P - invincible during frames 1-17; all hits stop raising juggle count at 4