Rising Thunder/Talos/Combos

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< Rising Thunder‎ | Talos
Revision as of 11:12, 26 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

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.1
Boot starter


6H, (walkup), 2M xx s3.2 xx s3.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s3.2 xx s3.2
Charged anti-air


[s2.1], s3.2 xx s3.2

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.2
Boot starter


6H, (walkup), 2M xx s3.2 xx s3.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s3.2 xx s3.2

Jab confirms


Light → light → light xx s3.3

Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.

Punish combo (j.H/cl.H)


cl.H xx cl.H xx 6H, walkup, 2M xx s2.1
6H


6H, walkup, 2M xx s2.1

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s2.1

Jab confirms


Light → light → light xx s3.3

Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.2
6H


6H, walkup, 2M xx s2.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab (damage)


[s1.1], 4M xx s2.2
Charged command grab (oki)


[s1.1], 4M xx s3.3

Only works on: Edge, Dauntless, and Gun.