Talos is the grappler of Rising Thunder. With some of the highest damage moves in the game with his charged command grabs s1.1 and s2.1, Talos can end a round in just a few exchanges. Combined with the highest health and dizzy bar in the game, Talos is afforded more opportunities to find his round winning opening.
Unfortunately Talos suffers from the same problems as a lot of grapplers, he is big and commital. Talos is also one of two characters without a real invincible reversal. All this can make it quite hard for Talos to properly defend himself when opened up.
Talos does have good tools to prevent the opponent from getting their offense started though. Without a doubt s2.2 is the best anti-air in the game, and big normals like far.M and far.H are great for boxing your opponent out.
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Normals
cl.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 6 | 2 | 7 | 15 | 6 | 4 | - |
Cancelable into Light attacks. Mediocre normal, since its slower then all other cl.l normals and doesn't convert into anything more then f.l without S3.3 or OD, despite its good advantage on hit |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | Spc/OD/KA | 9 | 3 | 15 | 27 | air flip | -2 | - |
cl.H
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
close s.H | 95 | Mid | 150 | Any | 11 | 4 | 22 | 37 | -3 | -7 | - |
This is your main DP punish when it doesn't push you too far on block. Unlike boot, this doesn't scale the rest of the combo, and leads to some of Talos' biggest damage. It is also cancelable into any ground attack except itself, which allows for utility such as cancelling into S1.1 for tick throws, 'reverse-beat' into f.l to stay, and boot to catch backdashes/jumps. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
close s.H (alt) | 85 | Mid | 100 | Any | 11 | 4 | 24 | 39 | -5 | -9 | - |
Same properties as the first version, but slightly different frame data. This is what you get if you cancel cl.h into itself. |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid | 50 | Spc/OD/KA | 7 | 2 | 8 | 17 | 5 | 3 | - |
Alright keep-out tool, althought forshadowed by f.m. however it has its uses if using S3.3 since f.l > S3.3 > S3.3/OD is an actual hitconfirm. It can also be used for tick throws in offense, and allows for good resets at the end of combos. |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 8 | 3 | 13 | 24 | 3 | 0 | - |
Talos' best poke for grond control. Only 1 frame slower then f.l and excellent recovery and range for its speed, it makes for a great tool to challenge ground approaches to encourage jumps. It'ss biggest issue, tho, is that it provides no reward what so ever, not even using KA |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | OD/KA | 12 | 5 | 21 | 38 | -3 | -7 | - |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
35 | Mid | 50 | Spc/OD/KA | 7 | 2 | 8 | 17 | 5 | 3 | - |
cancelable into Light attacks |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Low | 100 | Spc/OD/KA | 9 | 3 | 16 | 28 | 0 | -3 | - |
Decent range low that also converts into S3.3, giving it good use in neutral. not very useful otherwise |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Low | 150 | KnAdv | 10 | 4 | 22 | 36 | sweep | -7 | - |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
Biggest highlight of this normal is its whooping 15 active frames. This makes it very good for meaties and rewarding combos/pressure on block. You'll use this a lot after knockdowns |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
long range, high damage and great active frames make this a good jump in that can hit deep. not much more then that because it takes time to startup and very inclined downwards. |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
Stop sign. Very quick air to air with great range and good active frames, you can even stuff some approach if you do it low to the ground. |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
B+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | Spc/OD/KA | 10 | 4 | 22 | 36 | -7 | -10 | - |
pulls opponents inward |
F+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
115 | Mid | 150 | KnAdv | 15 | 4 | 27 | 46 | wall bounce | -12 | - |
The boot. armored during frames 1-15, so it can function as a semi-reversal that is not liimited by cooldown. It's a good tool to use and take turns when you expect an opponent to mash. Its long reach also make it good to beat backdashes; Tho, it applies 50% damage/dizzy/meter reduction as combo starter so the reward is underwhelming at times, is very unsafe on block and has a slow startup, so overusing this is a very bad idea. |
j.D+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 12 | - | - | - | - | - |
125% gravity during first 20 frames |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | High | 200 | None | 8 | 7 | - | - | - | - | - |
crossup air attack |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55+55 | Unblk | 50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Slower then the command grab, not as damaging and just as bad to whiff, tho its not limited by cooldown. Can convert into a combo with KA6, simillar to uncharged S1.1. |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
135 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Air Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60+60 | Unblk | 125+0 | None | 5 | 3 | - | - | - | - | - |
Actually pretty useful in combos, since Talos can juggle a f.l afterwards and either go into knockdown with S3.3 or get a reset into S1.1/boot mix. |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Meteor Breaker Charge | - | - | - | Other | 3 | - | - | 90 | - | - | - |
Chargeable until frame 90; transitions into Quick Meteor Breaker after frames 3-24 and Charged Meteor Breaker after frame 25; dash-cancelable after frame 5; armored after 25 frames; auto-faces opponent. You will be using this stance to bait mashing during mixups while setting up a charge command grab. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Meteor Breaker | 100+75 | Unblk | 100+0 | KnAdv | 4 | 3 | 53 | 60 | grd bounce | - | - |
The fast version of the command grab. Deals very good damage, and can combo using FA6 if you can't get a charged version. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Meteor Breaker | 150!+75 | Unblk | 150!+0 | KnAdv | 4 | 3 | 53 | 60 | grd bounce | - | - |
(armor disabled after 7 frames). One of the things that make Talos scary. Extremely high damage, and converts meterlessly for very high damage, using meter can allow you to extend it even further. in conjuction to the charged stance, it can be used in mash-safe mixups |
S1.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
150 | Unblk | 100 | None | 6 | 2 | 57 | 65 | knockdown | - | - |
a command grab with more defensive uses: it can't be charged and cannot be be a combo starter, even with KA, but its armored during frames 3-8, so it can be used to steal turns during pressure. It also boosts a smaller cooldown, but this is less significant since in the case of S1.1, its cooldown would already replnenish by the time the combo it started ends. Probably the worst pick in this slot, and only worth if you're running a set using KD, since KA is so essential for S1.1. |
S2.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Titan Smash Charge | - | - | - | Other | 3 | - | - | 90 | - | - | - |
chargeable until frame 90; transitions into Quick Titan Smash after frames 3-24 and Charged Titan Smash after frame 25; armored after 25 frames; dash-cancelable after frame 5; auto-faces opponent. Works identically to S1.1 charge stance, and since its also visually identical, an opponent will have to guess between the two versions in the given setups. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Titan Smash | 150! | Unblk | 150! | KnAdv | 4 | 5 | 36 | 45 | tumble | - | - |
Dedicated anti air hitgrab. Deals very high damage, and is KA-cancellable simillar to S1.1. This gives it a lot of utility in combos. It's also a strong mixup tool in conjuction to S1.1. Usually, the two specials will be paired together in sets. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Titan Smash | 225! | Unblk | 200! | KnAdv | 4 | 5 | 36 | 45 | wall bounce | - | - |
Armor disabled after 9 frames. Charged version allows for a meterless conversion, and deals massive damage. While this is strong, its also much less practical to land then charged S1.1. Still very useful regardless. |
S2.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
135! | Unblk | 150! | None | 6 | 3 | 41 | 50 | backslide | - | - |
Simillar to S1.2 in that it sacrafices its utility with KA and can't be charged, but is armored during frames 3-8, so it has the potential to interrupt jump ins and thus leaves a generous window to use. Is the better pure the anti air, given the armor combined with a better hitbox, but you're sacraficing important combo routes and mixups. Although, due to being so good at its job, its not as situational as S1.2. autofaces opponent during frames 1-6 |
S3.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Magnetic Buster | 85 | Mid (Whiffs airborne) | 100 | Spc/OD/KA | 15 | 5 | 14 | 34 | 6 | 2 | - |
The one special you're never going to use. It has decent range, and is plus on block along with a vacuum effect, but it doesn't hit airborne opponents at all, and Talos' frame data is too slow to utilize the advantage it provides on hit. It doesn't even have nearly as much utility iin combos as S3.2.pulls opponents inward; cancelable into S1 and S2 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Clothesline (S3v1/v3) | 100 | Mid | 100 | KnAdv | 12 | 4 | 32 | 48 | sweep | -15 | - |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Magnetic Snare | 100! | Mid (Whiffs standing and crouching) | 125! | Spc/OD/KA | 15 | 5 | 12 | 32 | air flip | - | - |
An excellent combo tool that pulls opponents towards you, and is special cancellable. You will use this to extend your combos inconjuction to S2.1, as well as resets into boot/S1.x mixups. It's got a good hitbox for anti airing, tho its not nearly as good as the S2.x specials. It's also Talos' only move that can combo into OD during air juggles. You'll be using this for offensive, mixup-oriented playstyle sets. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Snare Clothesline (S3v2) | 125! | Mid | 100! | KnAdv | 18 | 4 | 32 | 54 | sweep | -15 | - |
Combo ender, decent way to get a knockdown. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Snare Colossal Crush (OD) | 325! | Unblk | 0 | None | 5+12+0 | 3 | 60 | 80 | grd bounce | - | - |
can grab opponents in ground and air hit stun (but not block stun) |
jS3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid | 100 | None | 12 | 5 | - | - | - | - | - |
pulls opponents inward; can attack/block after 2 landing frames, and walk after 4 frames |
S3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 12 | 8 | 14 | 34 | 1 | -3 | - |
A very useful move in Talos' arsenal, which sadly has to compete with the amazing S3.2; A strong footsies as it is an advancing, highly active, safe on block move, as well as a great tool that can converts off of many normals that Talos otherwise gets no reward from, such as 2m and f.L. Leads into a knockdown with its followup so its fairly rewarding, and can combo into OD on grounded opponents |
jS3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | None | 12 | 8 | - | - | - | - | - |
can attack/block after 8 landing frames, and walk after 10 frames |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
325! | Unblk | 0 | None | 5+0+0 | 2 | 60 | 67 | grd bounce | - | - |
Strongest hitting OD in the game, also being a command grab that is unescapable post-flash, and can be comboed into for massive damage at the end of combos. However, sadly, its not a very notable or versitile OD in the game otherwise: has the least invul frames all of all ODs, extremely long recovery and small range make it very risky and hard to use defensively, and has no real use other then a big combo ender. |