Rising Thunder/Gun/Combos

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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

Jab fireball


cl.L xx s1, far.M xx s3→s1 (xx OD)

Combo from one of Gun's best block strings

Punish combo


(j.H,) cl.M xx s3→s2

Rarely used thanks to s2 always being on cool down. but is actually an optimal punish

Corner route


(j.H,) cl.M xx s1, far.M xx s3→s1, cr.H

conversation from your best corner block string. Can replace the sweep at the end for cr.M→H chain for more damage but no knockdown. Could also replace the sweep with a cancel to OD.


1 bar

Jab fireball extension


cl.L xx s1, far.M xx s3→s1 xx KA9, j.H, 6H, cr.M→H

The s3→s1 needs the fireball aimed up or down for extra frame advantage.
Can also be used to a route into OD with a small change ...KA9, j.H, cl.H xx OD