Rising Thunder/Chel/Combos

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< Rising Thunder‎ | Chel
Revision as of 07:38, 20 December 2024 by Bobzilla (talk | contribs)



Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying

Bnbs

0 bar

Light confirm
Very Easy


cr.L xx cr.L xx cr.L xx s3.2
Medium confirm
Easy


cl.M, cr.M, s3.2
6H starter (s3.2 ender)Also your punish and jump-in combo
Very Easy


...6H, 6M xx s2.1, s3.2
6H starter (air throw ender)
Medium


...6H, 6M xx s2.1, st.L, air throw, (f+s1.1)

More damage than the s3.2 route if you started with a jump in. You can omit the fireball to trade some damage for oki. Don't hold up forward for the air throw until after the jab is finished, as to not accidentally KA.

Medium confirm
Easy


cl.M, cr.M xx s1.X

Only s1.2 will reward you with a knockdown.

6H starterAlso your punish and jump-in combo
Easy


...6H, 6M xx s2.1, cl.H xx s3.3, cr.H