Rising Thunder/Crow/Data

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< Rising Thunder‎ | Crow
Revision as of 14:48, 23 November 2023 by Bobzilla (talk | contribs)

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.L is 5 frames and hits crouchers which is what you need a close jab to be. Marginally worse recovery and plus frames compared to other jabs, but its no big deal, cl.L is primarily defensive.


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 -

Forces stand; cancellable into f.M.
A normal with a ton of potential: incredibly plus on block, even more incredibly plus on hit.
cl.M, cr.HOn hit allows you to get a sweep without spending S1.1 cooldown. And on block its a frame trap.
cl.M is primarily limited by Crow's awful walk speed preventing him from walking up and looping it.


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. This normal has weaker than average frame data for Crow. It’s combo filler. Unreliable anti-air due to being a proximity normal.


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. This move is very niche. It can be used occasionally to break armour or counter poke, but the long active time is prone to getting jumped.


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 -

Massive poke button, often Crow's best choice to control horizontal space on the screen. Throwing f.H with disks on screen allows Crow to occupy an absurd amount of screen space.


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 -

Similar to cl.M; a great move to keep up pressure and plus frames. While possessing slightly worse numbers than cl.M, cr.M hits low and is not gated by being a proximity normal. Great pressure normal often used to cover space that the opponent could be moving to (due to low risk of being whiff punished)


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 -

This is Crow's most important normal and is a very unique move. When Crow presses cr.H, he summons a 3 hit projectile in front of him as well as the sweep hitbox. when used on a non-blocking opponent, this will act like a regular sweep and simply knock the opponent down. However on a blocking opponent (or an opponent who was out of range of the first hit) they will continue to be hit by the following projectile hitboxes. The initial sweep can also be canceled into a special, when doing this the projectile hits will still come out, causing 18 frames of block stun and this is a cornerstone of Crow’s pressure game (typically cr.H xx S1.1).


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 - - - - -

Your go-to jump in normal, good range and frames, learning how to get this move as deep as possible is key to Crow's fuzzy, his strongest tool offensively.


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 -

Crow's standing overhead plus on block and hit, but doesn't naturally combo, without a hit from S1.1. Crow has better tools for mixups than this, so I use this very sparingly.


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. Crow's anti-air normal, not the best hitbox, bad damage, mediocre speed, no upper body I-frames, BUT it's the best he can do. This move tends to fallout and do 25 damage or trade, but it's often better than blocking a jump-in.


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 -

Forward travelling command normal that appears to jump but hits low. Some people might fall for this move a couple of times, but throwing it in neutral is mostly just a gimmick. This is one of Crow's few accesses to a free juggle state, so its useful for maintaining juggles. This move makes Crow’s arms invincible, which means it clean hits some pokes e.g. Crow f.H


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 - - -