Rising Thunder/Aegis/Frame Data

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< Rising Thunder‎ | Aegis
Revision as of 10:03, 18 December 2024 by Bobzilla (talk | contribs) (Created frame data tab)
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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 8 15 3 6 12 14 whiffs over crouching opponents; cancelable into Light attacks
close M H/L 60 100 80 Spc/OD/KA 9 3 14 26 -1 2 15 18 cancelable into close H
close H H/L 85 150 120 Spc/OD/KA 11 4 12 27 3 7 18 22
far L H/L 30 50 40 Spc/OD/KA 5 2 9 16 2 3 12 14
far M H/L 75 100 80 OD/KA 7 4 11 22 1 2 15 18
far H H/L 100 200 120 None 10 4 16 30 -1 0 18 22
crouch L H/L 40 50 40 Spc/OD/KA 7 3 9 19 1 2 12 14 cancelable into Light attacks
-> crouch L (alt) H/L 30 50 40 Spc/OD/KA 7 2 11 20 0 0 12 14
crouch M H/L 70 100 80 Spc/OD/KA 8 3 15 26 -2 0 15 18
crouch H Low 100 150 120 Spc/OD/KA 10 3 25 38 -9 - 18 -
diagonal jump L High 45 50 40 Special 6 13 13 16
diagonal jump M High 75 100 80 None 7 10 15 18
diagonal jump H High 95 200 120 None 8 7 17 20 Can be held, transitions into charged j.H after 15 frames
->Charged High 125 200 120 None Grd bounce 17 - Can be held past initial startup frames
neutral jump L High 55 50 40 Special 6 15 13 16
neutral jump M High 75 100 80 None 7 11 15 18
neutral jump H High 115 200 120 None 8 7 17 20 Can be held, transitions into charged j.H after 15 frames
->Charged High 125 200 120 None Wall bounce 17 - Can be held past initial startup frames
jump 2H High 95 200 120 None 9 6 17 20 crossup air attack
6M H/L 70 100 80 OD/KA 18 2 18 36 -4 8 15 18 cancelable into far H
4H H/L 100 200 120 OD/KA 7 3 19 29 -3 0 18 22 whiffs over crouching opponents; causes free juggle on airborne opponents
Forward Throw Attempt Unblk 20 + 30 + [50] = 100 38 35 KnAdv 5 3 27 35 Last hit of damage is skipped if KA cancelled
Back Throw Attempt Unblk 50 + 75 = 125 113 70 None 5 3 27 35
Shield Rush (S1v1) H/L 50 + 20 + 20 + 20 + 20 = 130 60 + 25 + 25 + 25 + 25 = 160 30 + 15 + 15 + 15 + 15 = 90 Spc/OD/KA 10 - 13 4 8 18 22 3 sec Can be held for additional small hits.
Aerial Shield Rush (S1v1) H/L 20 + 20 + 20 = 60 25 + 25 + 25 = 75 15 + 15 + 15 = 45 None 9 - - - 18 22 3 sec Can be held for additional small hits; Initial hit advances scaling by one point vs airbourne opponents.
Plated Burst (S2v1) H/L 90 150 40 8 5 28 41 -17 launch 15 - 6 sec applies 50% damage/dizzy/meter reduction as combo starter
Armour Scales (S3v1) - 36 - 24 60 5 sec 20% of all damage taken turns into grey health, applied after scaling. Can stack. Adds 12.5% extra scaling to chip damage per stack.
Armour Charge (S3v2) - 36 - 24 60 5 sec Makes next two moves armoured during startup frames.
Rising Judgement (OD) H/L 50! + 200! 0 -1000 OD None 5+5+5 launch 20 - All hits stop raising the juggle count at 4.