Rising Thunder/Chel/Combos

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< Rising Thunder‎ | Chel
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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

The most simple combo in the game, and the sole reason to play s3.2. Having a way to confirm jabs allows Chel to play the mixup of low/throw much better. Instead of commiting to sweeps, she can pressure with jabs and confirm on hit.

Medium confirm
Easy


cl.M, cr.M, s3.2

Technically a one frame link, but made extremely easy by the games input buffer.

6H starter (s3.2 ender)Also your punish and jump-in combo
Very Easy
...6H, 6M xx s2.1, s3.2

Jump-in needs to be deep in order to combo into 6H, otherwise go into mediums.

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.


OD

Medium confirm example


cl.M, cr.M xx s1 xx OD

Chel OD doesn't offer anything in neutral, or any new combo routes. So any time you get a confirm like this, you might as well just tag on super for some extra damage.

Air throw


...air throw, s1 xx OD

If using s1.1: the first fireball must be done fast (f+s1.1), the OD can be neutral or fast.
If using s1.2: the OD must be neutral.
This is probably the most common way to combo into super if you are playing X12, any combo route that can go into s2.1 can combo into this route.
Be careful if starting the combo with s2.1 though, dp starter penalty will cause the combo to do halve damage.


throw (1 bar + OD)


throw xx KA6, (delay) OD

This is optimal depsite looking weird. Speed of the OD doesn't usually matter if you delay enough.

throw (1/2 bar + OD)


throw xx KA6, s3.3, OD (xx KA6, s3.3)

Easiest OD to use is neutral, you can do it immediatley after landing from s3.3. You can spend another bar to raise the damage to 344, useful if close to kill or stun.

Bnb w/ s2.1


...s2.1, cl.H xx s3.3, OD (xx KA6, s3.3)

This is the most common way to land super. Easiest OD to use is neutral, you can do it immediatley after landing from s3.3. Only spend the bar at the end for kill or stun.