Rising Thunder/Chel/Combos

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< Rising Thunder‎ | Chel
Revision as of 09:18, 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

If you are close enough to the corner you can end with air throw instead of sweep. Starting the combo while in the corner will cause you to lose the corner, you can opt to do the air throw ender listed in the 112 section instead. If you start the combo from too far, you will need to replace the cl.H with cr.M, if in doubt do cr.M.

1 bar

Medium confirm
medium
cl.M, cr.M xx f+s1.1 xx KA6, cl.H xx s2.1, s3.2

After the KA6, you have to continue hold forwards. Can omit the cl.H to make the combo more reliable.

6H starter / jump-in
easy


...6H, cr.M xx f+s1.1 xx KA6, cl.H xx s2.1, s3.2

It's rarely worth spending bar for the 19 extra damage this combo nets you, but if you are close to killing, this is the best route to spend a bar.

Throw
Medium
Damage: 220 / Stun: 358
Throw xx KA6, cl.H xx s3.3, (dash) s2.1

You want a high connect on the cl.H but not to high as to make s3.3 drop hits.

Medium confirm
easy


cl.M, cr.M xx s1.2 xx KA6, cl.H xx s1.2, cr.M xx s3.2

You have to hold forwards after the KA until you are in range of the cl.H, and then release forwards as to not input 6H. This is one of the best ways to spend a bar with this loadout, bumping your damage by over 100.

6H
easy


6H, 6M xx s2.1, cl.H xx s3.3, s1.2 xx KA6, cr.H

If you are playing this loadout do not spend a bar on a 6H combo unless you think it will kill. This route is here to tell you that there isn't really a good way of spending bar here.