Rising Thunder/Chel/Data

From SuperCombo Wiki

Normals

cl.L

close s.L
Chel cl.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 7 14 6 4 -

cancelable into Light attacks

cl.M

close s.M
Chel cl.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
65 Mid 100 Spc/OD/KA 6 3 8 17 8 5 -

cl.H

close s.H
Chel cl.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 Spc/OD/KA 7 5 22 34 -4 -8 -

forces stand

f.L

far s.L
Chel f.L.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
far s.L 30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 8 15 5 3 -

cancelable into Light attacks

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
far s.L (alt) 30 Mid (Whiffs crouching) 50 Spc/OD/KA 5 2 8 15 5 3 -

cancelable into Light attacks

f.M

far s.M
Chel f.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
70 Mid (Whiffs crouching) 100 OD/KA 7 3 14 24 2 -1 -

f.H

far s.H
Chel f.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 Mid (Whiffs crouching) 200 OD/KA 9 4 22 35 -3 -7 -

cr.L

cr.L
Chel cr.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Low 50 Spc/OD/KA 6 2 8 16 5 3 -

cancelable into Light attacks

cr.M

cr.M
Chel cr.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
65 Low 100 Spc/OD/KA 7 3 15 25 1 -2 -

cr.H

cr.H
Chel cr.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Low 150 Spc/OD/KA 8 4 27 39 sweep -12 -

dj.L

diagonal j.L
Chel dj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 15 - - - - -

dj.M

diagonal j.M
Chel dj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 None 6 10 - - - - -

dj.H

diagonal j.H
Chel dj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 7 - - - - -

nj.L

neutral j.L
Chel nj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 15 - - - - -

nj.M

neutral j.M
Chel nj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 None 6 10 - - - - -

nj.H

neutral j.H
Chel nj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 7 - - - - -

F+M

F+M
Chel F+M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 Spc/OD/KA 20 4 12 36 3 0 -

cancelable into specials on landing

F+H

F+H
Chel F+H.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
First hit 55 Mid 100 OD/KA 15 2 19 36 - - -

cancelable into F+M

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Second hit 55 Mid 100 OD/KA 3 2 13 18 8 4 -

cancelable into F+M

j.D+H

j.D+H
Chel j.d+H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 9 7 - - - - -

crossup air attack


Throws

Forward Throw

Forward Throw
Chel forwardthrow.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50+50 Unblk 50+0 KnAdv 5 3 27 35 - - -

Back Throw

Back Throw
Chel backthrow.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
125 Unblk 150 None 5 3 27 35 - - -

Air Throw

Air Throw
Chel airthrow.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55+55 Unblk 100+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

Specials

S1.1

Night Sun
Chel S1.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 OD/KA 15 1 35 51 -5 -9 -

cooldown resets when projectile dies

jS1.1

Aerial Night Sun
Chel jS1.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 None 15 1 - - - - -

can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies

S1.2

Solar Flare
Chel S1.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 OD/KA 14 1 33 48 knockback -7 -

cooldown resets when projectile dies

S2.1

Crush Breeze
Chel S2.1.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Crush Breeze 80 [60] Mid 125 [100] OD/KA 8 11 41 60 launch -36 -

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

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Crush Breeze Ender 35! Mid 75! None 19 4 33 56 grd bounce - -

S2.2

Spiral Eclipse
Chel S2.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 [75] Mid 150 [100] OD/KA 6 10 29 45 launch -23 -

damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter

S3.1

Dancing Wind
Chel S3.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 20 + 20 + 50 = 110 Mid (Whiffs crouching) 40 + 40 + 40 + 80 = 200 KnAdv 14 3 (10) 3 (10) 3 (12) 4 25 84 launch -10 -

S3.2

Stinging Wind
Chel S3.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 20 + 20 + 45 = 105 Mid 40 + 40 + 40 + 80 = 200 KnAdv 10 3 (12) 3 (10) 3 (15) 4 21 81 backslide -6 -

1st hit forces stand, 2nd-3rd hits whiff over crouching opponents

S3.3

Soaring Wind
Chel S3.3.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30! + 30! + 60! = 120! Mid (Whiffs standing and crouching) 60! + 60! + 80! = 200! None 18 3 (10) 3 (13) 4 37 88 wall bounce - -

1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count

OD

Supernova
Chel OD.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
45!x4 + 70! = 250! Mid 0 KnAdv 5+5+7 1 84 102 twist -30 -

all hits stop raising juggle count at 4


Other

Forward Dash

Forward Dash
Chel Forward Dash.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
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

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Run - - - Any - - - - - - -

cancelable into attack or jump; transitions into forward run stop

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Run Stop - - - Any - - - 10 - - -

cancelable into attack or jump; all actions enabled after 10 frames

Back Dash

Back Dash
Chel backdash.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None - - - 30 - - -