Rising Thunder/Crow

From SuperCombo Wiki
< Rising Thunder
Revision as of 00:45, 28 August 2024 by Bobzilla (talk | contribs)
(diff) ← Older revision | Latest revision (diff) | Newer revision → (diff)
Overview

Crow is Rising Thunder's pure offensive setplay character whose combination of large and advantageous normals, extreme damage output, and his S1.1 Devil's Halo (a.k.a. Disc) make him one of the most explosive momentum-heavy characters in the game. When he's not harassing you at mid-range with his massive f.H and low-hitting f+H, he's applying intense pressure with his heavily plus on block cl.M and cr.M, cancellable armor-breaking cr.H sweep, and huge crossup j.d+H among his other tools.

Devil's Halo is Crow's defining feature and the key to his ability to control neutral and establish his incredible offense. Discs are unique as projectiles in that they control the air, can be released in multiple angles, and can be charged to deal multiple hits and grant extra frame advantage; this gives Discs nearly endless utility when applied correctly.

Crow's weakness lies in his defense, which is among the worst in the game. Outside of his otherwise very strong Overdrive, Crow's only reversal is an evasive parry that has a long cooldown, is vulnerable to throws, and provides no significant reward on its own for being used correctly. Furthermore, the nature of Crow's bigger normals and Disc means that Crow has to commit to controlling the ground or the air in neutral, with little ability to do both at once; this makes him struggle against characters with strong mobility options who can get in and stay in. Finally, Crow has to sacrifice some potential utility and damage output in his loadout in order to have access to the only Special in his kit that can combo from light normal confirms, meaning he's forced to try to work his way into scoring big hits to do real damage. Regardless, Crow's ability to ride a single knockdown to victory is unrivaled, and his combos are both extremely rewarding and very satisfying to perform.


Playstyle

RT Crow Icon.png Crow is a setup character who uses projectiles to lock you down.
Pros Cons
  • Highest damage in the game with resources.
  • Multi-hit normals to break armor.
  • Real 50/50s with fuzzy and Discs.
  • Excellent frame data.
  • Slowest walk speed in the game.
  • Very poor defense with no reversal.
  • Minimal reward from his pokes.
  • Countered by Kinetic Deflect.




Roadmap

85.7% complete


In Progress / Completed To-do
  • Top section (no overview)
  • Pros&Cons/Strengths&Weaknesses
  • Movelist
  • Combos
  • Overview
  • Framedata page
  • Strategy



Crow

Crow full.png

Health: 1000

Stun: 1000

Backdash: 28f (1-10 Invulnerable)

Initial Dash: 20f (Run 15f~)


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 this doesn't hurt Crow too much as 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 standing; cancellable into f.M.
A normal with a ton of potential that's incredibly plus on block even more incredibly plus on hit.
cl.M, cr.H on hit allows you to score a hard knockdown without spending your S1.1 cooldown, and on block it's a frame trap.
cl.M is primarily limited by Crow's awful walk speed, preventing him from walking up and looping it in pressure.


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 standing.
This normal has weaker than average frame data for Crow and is primarily used as 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 punishment range. Being able to consistently convert from a -6 scenario is invaluable in some matchups, though the only option to convert is 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 Discs on the 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 his standing jab, but it maintains good range and hits low. Great for tick throw 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 into.
cr.M, cr.M xx S2.1 is Crow's most damaging low option, supported by cl.M's ability to link into itself.


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 HKD -5 -

This is Crow's most important normal and a very unique move. The hitbox of cr.H is a 3-hit projectile as well as a physical sweep hitbox. On hit, this will act like a regular sweep and simply knock the opponent down. On block (or against 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, and when doing this the projectile hits will still be active, causing 18 frames of block stun; this is a cornerstone of Crow’s pressure game.
cr.H(1) xx S1.1 is a safe pressure string that lets you put a Disc on screen, opening up a ton of pressure opportunities especially when paired with Kinetic Advance.


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 - - - - -

Only combos into jS2.1 in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button.

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 - - - - -

Combos into jS2.1 in juggles and against grounded opponents. Hits while rising vs Vlad, letting you fuzzy after a forward jump into an instant overhead.
dj.M xx j.S2.1 has niche usage as an armor-breaking jump-in.

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 with good range and frame data. Learning how to hit this move as deep as possible is key to Crow's fuzzy, his strongest tool offensively.
Jump back dj.H can also let you cover a lot of space defensively.


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 - - - - -

Similar to dj.L: only combos into jS2.1 in juggles, and very inconsistently. Terrible hitbox, very little reason to use this button.

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 - - - - -

Hits while rising vs every character, allowing you to fuzzy after a j.H. This is Crow's most rewarding mixup and starter.
nj.M allows Crow to have one of the scariest strike/throw mixups in the game, as calling out any throw tech attempt with this button gives him a full combo, which Crow otherwise has difficulty finding.

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.
This move is huge and effective at holding ground and air-to-airing. Being the only multi-hit air normal in the game, it naturally breaks armor. It can also prove tough to block as all 3 hits are considered overheads, and landing early can make the move only hit once or twice.

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 is plus on block and hit, but it doesn't naturally combo without a hit from S1.1. Crow has better tools for mixups than this, so 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; cancellable only on the last hit. This is Crow's intended anti-air normal, but it has not the best hitbox, bad damage, mediocre speed, and no upper body invulnerability. Regardless, it's the most stable anti-air normal in his kit. This move tends to fall out 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-moving command normal that appears to jump but hits low. Some people might fall for this move a couple of times, but throwing it out in neutral is mostly just a gimmick. This is one of Crow's few accesses to a free juggle state, so it's useful for maintaining juggles. This move makes Crow’s arms invincible, which means it clean hits some pokes e.g. Crow f.H.
The most common use for this move outside of juggles is chasing a backdash-happy opponent.


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 - - -

Crow's throws are flipped compared to most characters. His Forward Throw cannot be KA cancelled, but does more damage than back throw. Mid screen, Crow gets no oki, but in the corner a Forward Throw gives Crow a safe jump vs quick rise.

Back Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20+30+50 Unblk 0+38+0 KnAdv 5 3 27 35 - - -

Back throw can be cancelled, but isn't worth it without S2.2. There is a bug that makes Back Throw do 0 stun on the second hit, which makes it far less rewarding. Back throw does give oki midscreen, as a manually timed safe jump. The bug makes this move far worse than it should be.

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 -

Crow's only option for his first special slot. S1.1 (or disk) is a chargeable projectile that can be thrown at three angles: close, neutral, and far. An uncharged disk hits once, while a charged disk hits 3 times. Far S1.1 travels just under a fullscreen distance. When used in combos, far S1.1 is typically the disk of choice, giving the most frame advantage.
Close S1.1 is a great defensive tool creating a hitbox to cover space in front of you, protecting Crow from any forward advancement. This only works if you don't get knocked down or hit by super.
Charged disks have a special property of whiffing on crouchers on the way up, so no infinite blockstrings.

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 -
Puncture can combo from heavys and mediums, but not lights. Its unique benefit compared to the other specials is that it is safe on block, this means fishing for a low crush with puncture is very strong.
Pros:
  • Better midscreen damage than S2.3
  • Low crush carries in some matchups
Cons:
  • Not the best best damage, the worst in corner
  • No jab conversion

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 -
S2.2 is a big damage powerhit that makes Crow's combos do much more damage, and especially a boon to Crow's juggles OD and Back Throw.
The drawback of S2.2 is you sacrifice combos from cr.M and all lights.
Pros:
  • Damage
Cons:
  • Requires deeper combo knowledge and execution
  • Sacrifice common punishes
  • No neutral usage

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 -
S2.3 can combo from every strength normal.
st.L xx S2.3 means Crow can punish -6/-7 moves with a knockdown.
S2.3 cannot be KA cancelled, but you do get meterless follow ups in the corner, normally just cr.H.
Pros:
  • Real punish of -6/-7 moves
  • Opens up corner combo routes
  • Can always convert from pressure regardless of button used
  • Best Oki
Cons:
  • Lowest damage when outside the corner

jS2

Aerial Core Slicer
Crow jS2.png
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.
jS2 is an excellent pressure tool, the move can be done at any point in the jump arc, and is always + on block. The move can be used to stall for a moment in the air to avoid anti-airs, as well as move forward from neutral/back jump.
jS2 can also be a combo starter.

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 - - -

Invincible during frames 1-15
S3.1 provides Crow with invisibility and some invincibility. It's normally more worthwhile to throw a disk than to setup S3.1 leaving the ground version has little use outside of avoiding chip death.

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.
jS3.1 Has less invisibility range than S3.1 and provides no invincibility. However the move has the unique quality of completely halting air momentum, which can make for some tricky mixups when done above the opponent, landing either side.

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 - - -

invincible during frames 1-6; other properties match forward dash.

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

invincible during frames 1-12; throw invulnerable from frames 13-19

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Riposte Jump - - - None - - - - - - -
properties match neutral jump.
S3.2 is a parry, and Crow's best defensive move. Parrying certain moves and frametraps allow Crow to get a punish where he otherwise couldn't.
  • S3.2 neutral jump is particularly rewarding, but the easiest to beat as rising nj.M whiffs on crouch and the lack of invincibility will mean any second hit will catch Crow on the way up.
  • S3.2 back dash is far safer than neutral jump, giving Crow even more invincibility than regular backdash. This is the cloest thing Crow has to a panic button.
  • S3.2 foward dash also gives some invincibility, but is niche in usage. Can be used to parry projectiles and move forward.

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 -

Invincible during frames 1-18.
Crow OD is unique amongst the game's supers as the only safe one, being +34 means Crow gets a free mixup opportunity from the opponent blocking super. The risk free nature of OD makes it an excellent reversal, and its frequently worth holding just to make an opponent respect it.
OD is also an excellent chip tool, Crow can cover most of the screen with fS1.1 xx OD, while also being able to KA out of OD to chase down escape attempts.
It's also Crow's most reliable juggle starter, with large corner carry and high damage corner combos, making it a great combo ender.