Rising Thunder/Crow/Data

From SuperCombo Wiki

Normals

cl.L

close s.L
Crow cl.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 5 2 8 15 5 3 -

Cancellable into Lights.


cl.M

close s.M
Crow cl.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
65 Mid 100 Spc/OD/KA 7 3 6 16 10 7 -

A normal with a ton of potential: incredibly plus on block, even more incredibly plus on hit, low recovery make it ideal to punish backdashes, and it converts into high damage as well as forcing stand; it's only limited by crow's goofy walkspeed, but that only means it's not as spammable as it would be otherwise. cancelable into far s.M


cl.H

close s.H
Crow cl.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 Spc/OD/KA 8 4 13 25 6 2 -

forces stand

f.L

far s.L
Crow f.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 9 16 4 2 -

Crow's standing jab is one of the best in the game, having the standard startup of 5 frames, it stands out as the second longest range jab in the game. This means that for Crow -6 moves are almost always in punish range. Being able to consistently convert from a -6 scenario is invaluable in some matchups, even if his options to convert the jab are limited to S2.3.


f.M

far s.M
Crow f.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25+25+25 Mid 30+30+40 OD/KA 8 9 11 28 3 0 -

hits up to 3 times, 2 frames apart.

f.H

far s.H
Crow f.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
110 Mid 200 None 12 3 18 33 2 -2 -

cr.L

cr.L
Crow cr.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Low 50 Spc/OD/KA 6 2 9 17 4 2 -

1 frame slower than stand jab but maintains good range and hits low, great for tick setups as well as an interrupt where f.L may whiff on crouchers. Crow possesses other great low options, and f.L is more useful in punishes, which leaves cr.L with infrequent use.


cr.M

cr.M
Crow cr.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
65 Low 100 Spc/OD/KA 8 2 8 18 9 6 -

cr.H

cr.H
Crow cr.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Low 150 Spc/OD/KA 9 2 (0) 6 17 34 sweep -5 -

stationary projectile hits 3 times, 2 frames apart; causes 18 extra frames of victim-only pause/stun when canceled on first hit

dj.L

diagonal j.L
Crow dj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 12 - - - - -

dj.M

diagonal j.M
Crow dj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 Special 6 9 - - - - -

dj.H

diagonal j.H
Crow dj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 6 - - - - -

nj.L

neutral j.L
Crow nj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 12 - - - - -

nj.M

neutral j.M
Crow nj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 Special 5 9 - - - - -

nj.H

neutral j.H
Crow nj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
35+35+35 High 65+65+70 None 7 9 - - - - -

hits up to 3 times, 2 frames apart

F+M

F+M
Crow F+M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 High 100 OD/KA 18 3 12 33 4 1 -

B+M

B+M
Crow B+M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25+25+25 Mid 30+30+40 OD/KA 7 7 13 27 3 0 -

hits up to 3 times, 2 frames apart; cancelable on last hit only

F+H

F+H
Crow F+H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 Low 150 OD/KA 25 3 20 48 Launch -4 -

j.D+H

j.D+H
Crow j.D+H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 6 - - - - -

crossup air attack

Throws

Forward Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
125 Unblk 150 None 5 3 27 35 - - -

Back Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20+30+50 Unblk 0+50+0 KnAdv 5 3 27 35 - - -

Specials

S1.1

Devil's Halo Charge
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Devil's Halo Charge - - - None 7 - - - - - -

cancelable into Devil's Halo Quick Toss after 7 frames; disc becomes charged after 20 frames, but can be held indefinitely

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Devil's Halo Quick Toss 75 Mid 100 OD/KA 8 1 22 31 8 4 -
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Devil's Halo Charged Toss 30!+30!+40! Mid (Whiffs crouching) 50!+50!+50! OD/KA 8 1 22 31 22 18 -

S2.1

Core Puncture
Crow S2.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
115 Mid 200 None 16 4 20 40 sweep -3 -

S2.2

Soul Cleaver
Crow S2.2.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50!+60! Mid 100!+100! OD/KA 19 2 (13) 2 32 68 ground bounce / wall bounce -15 -

S2.3

Dire Sting
Crow S2.3.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 None 12 2 27 41 launch -10 -

jS2.1

Aerial Core Slicer
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 100 None 16 4 - - - - -

can attack/block after 6 landing frames, and walk after 8 frames

S3.1

Fog of War
Crow S3.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None 14 1 41 56 - - -

jS3.1

Aerial Fog of War
Crow jS3.1.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None 13 1 - - - - -

can attack/block after 2 landing frames, and walk after 4 frames

S3.2

Riposte
Crow S3.2.png
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Riposte - - - None 0 20 15 35 - - -

armored during frames 1-20; transitions into Riposte Forward, Riposte Back, or Neutral Jump after absorbing an attack; cooldown reduced to 5 seconds if triggered within first 5 frames

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Riposte Forward - - - None - - - 20 - - -

other properties match forward dash

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Riposte Back - - - None - - - 28 - - -

OD

Dead Ringer
Crow OD.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20!x6 + 80! = 200! Mid 0 KnAdv 5+5+7 1 40 58 twist 34 -


Other

Forward Dash

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

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None - - - 28 - - -