Rising Thunder/Aegis/Frame Data

From SuperCombo Wiki

Move Name Block Zone Damage Dizzy Meter Gain Cancel Startup Active Recovery Total Frame Adv on Block Frame Adv on Hit Block Stun Hit Stun Cooldown Properties
close L H/L 30 50 40 Spc/OD/KA 5 2 8 15 3 6 12 14 whiffs over crouching opponents; cancelable into Light attacks
close M H/L 60 100 80 Spc/OD/KA 9 3 14 26 -1 2 15 18 cancelable into close H
close H H/L 85 150 120 Spc/OD/KA 11 4 12 27 3 7 18 22
far L H/L 30 50 40 Spc/OD/KA 5 2 9 16 2 3 12 14
far M H/L 75 100 80 OD/KA 7 4 11 22 1 2 15 18
far H H/L 100 200 120 None 10 4 16 30 -1 0 18 22
crouch L H/L 40 50 40 Spc/OD/KA 7 3 9 19 1 2 12 14 cancelable into Light attacks
-> crouch L (alt) H/L 30 50 40 Spc/OD/KA 7 2 11 20 0 0 12 14
crouch M H/L 70 100 80 Spc/OD/KA 8 3 15 26 -2 0 15 18
crouch H Low 100 150 120 Spc/OD/KA 10 3 25 38 -9 - 18 -
diagonal jump L High 45 50 40 Special 6 13 13 16
diagonal jump M High 75 100 80 None 7 10 15 18
diagonal jump H High 95 200 120 None 8 7 17 20 Can be held, transitions into charged j.H after 15 frames
->Charged High 125 200 120 None Ground bounce 17 - Can be held past initial startup frames
neutral jump L High 55 50 40 Special 6 15 13 16
neutral jump M High 75 100 80 None 7 11 15 18
neutral jump H High 115 200 120 None 8 7 17 20 Can be held, transitions into charged j.H after 15 frames
->Charged High 125 200 120 None Wall bounce 17 - Can be held past initial startup frames
jump 2H High 95 200 120 None 9 6 17 20 crossup air attack
6M H/L 70 100 80 OD/KA 18 2 18 36 -4 8 15 18 cancelable into far H
4H H/L 100 200 120 OD/KA 7 3 19 29 -3 0 18 22 whiffs over crouching opponents; causes free juggle on airborne opponents
Forward Throw Attempt Unblk 20 + 30 + [50] = 100 38 35 KnAdv 5 3 27 35 Last hit of damage is skipped if KA cancelled
Back Throw Attempt Unblk 50 + 75 = 125 113 70 None 5 3 27 35
Shield Rush (S1v1) H/L 50 + 20 + 20 + 20 + 20 = 130 60 + 25 + 25 + 25 + 25 = 160 30 + 15 + 15 + 15 + 15 = 90 Spc/OD/KA 10 - 13 4 8 18 22 3 sec Can be held for additional small hits.
Aerial Shield Rush (S1v1) H/L 20 + 20 + 20 = 60 25 + 25 + 25 = 75 15 + 15 + 15 = 45 None 9 - - - 18 22 3 sec Can be held for additional small hits; Initial hit advances scaling by one point vs airbourne opponents.
Plated Burst (S2v1) H/L 90 150 40 8 5 28 41 -17 launch 15 - 6 sec applies 50% damage/dizzy/meter reduction as combo starter
Armour Scales (S3v1) - 36 - 24 60 5 sec 20% of all damage taken turns into grey health, applied after scaling. Can stack. Adds 12.5% extra scaling to chip damage per stack.
Armour Charge (S3v2) - 36 - 24 60 5 sec Makes next two moves armoured during startup frames.
Rising Judgement (OD) H/L 50! + 200! 0 -1000 OD None 5+5+5 launch 20 - All hits stop raising the juggle count at 4.