Chel is the shoto of Rising Thunder, equipped with various versions of the traditional fireball, uppercut, multihit special move triad. Her fireball cooldown resets when it collides with anything, effectively emulating the "fireball rule" seen in other games.
She has good walk speed and strong up close framedata with her clM and 2L, with 6H acting as the perfect normal to steal back frame advantage.
Her fH can control space above an in front of her, an invaluable tool to stop characters with strong jumping options.
Chel is a simple to pick up character that is centred around her fireball. | |
Pros | Cons |
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Roadmap
57.1% complete | ||
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Normals
cl.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 7 | 14 | 6 | 4 | - |
cancelable into Light attacks |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Mid | 100 | Spc/OD/KA | 6 | 3 | 8 | 17 | 8 | 5 | - |
string meaty and pressure tool due to it being very fast, advantageous, and hitting crouchers. Can do a 2m link after for an optimal frametrap that also combos, although the timing for the combo is strict. |
cl.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | Spc/OD/KA | 7 | 5 | 22 | 34 | -4 | -8 | - |
forces stand |
f.L
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
far s.L | 30 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 8 | 15 | 5 | 3 | - |
cancelable into Light attacks | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
far s.L (alt) | 30 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 8 | 15 | 5 | 3 | - |
cancelable into Light attacks |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
70 | Mid (Whiffs crouching) | 100 | OD/KA | 7 | 3 | 14 | 24 | 2 | -1 | - |
would be a great poke to stuff approaches if it distance whiff on crouchers. Still, it's a decent anti air for space jump ins and a good options when you expect a dash in or standing button. Advances forward so the range I'd deceptively bigger then it seems |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Mid (Whiffs crouching) | 200 | OD/KA | 9 | 4 | 22 | 35 | -3 | -7 | - |
Your best anti air normal, with a long range and great priority you'll use this when dp is on cooldown or when it would whiff due to distance. Not useful otherwise |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Low | 50 | Spc/OD/KA | 6 | 2 | 8 | 16 | 5 | 3 | - |
decent normal yo start your pressure with, as it frametraps into plenty, including cl.m, as well as being very bad go backdash on. cancelable into Light attacks |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Low | 100 | Spc/OD/KA | 7 | 3 | 15 | 25 | 1 | -2 | - |
a useful normal as it's a low longer then 2l but faster then 2h. It special cancels so it can lead to good reward, and is usually seen as the last frametrap attempt in strings to end turns with, canceling into fireball. |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Low | 150 | Spc/OD/KA | 8 | 4 | 27 | 39 | sweep | -12 | - |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50 | High | 50 | Special | 5 | 15 | - | - | - | - | - |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | None | 6 | 10 | - | - | - | - | - |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 7 | - | - | - | - | - |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50 | High | 50 | Special | 5 | 15 | - | - | - | - | - |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | None | 6 | 10 | - | - | - | - | - |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 7 | - | - | - | - | - |
F+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | Spc/OD/KA | 20 | 4 | 12 | 36 | 3 | 0 | - |
cancelable into specials on landing |
F+H
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
F+H | 55 | Mid | 100 | OD/KA | 15 | 2 | 19 | 36 | - | - | - |
cancelable into F+M | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
F+H second hit | 55 | Mid | 100 | OD/KA | 3 | 2 | 13 | 18 | 8 | 4 | - |
cancelable into F+M |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 9 | 7 | - | - | - | - | - |
crossup air attack |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50+50 | Unblk | 50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
125 | Unblk | 150 | None | 5 | 3 | 27 | 35 | - | - | - |
Air Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55+55 | Unblk | 100+0 | None | 5 | 3 | - | - | - | - | - |
can attack/block after 12 landing frames, and walk after 14 frames; landing cancelable into S1 after 2 frames and OD after 4 frames |
Specials
S1.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | OD/KA | 15 | 1 | 35 | 51 | -5 | -9 | - |
cooldown resets when projectile dies |
jS1.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | None | 15 | 1 | - | - | - | - | - |
can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies |
S1.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | Mid | 100 | OD/KA | 14 | 1 | 33 | 48 | knockback | -7 | - |
cooldown resets when projectile dies |
S2.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Crush Breeze | 80 [60] | Mid | 125 [100] | OD/KA | 8 | 11 | 41 | 60 | launch | -36 | - |
transitions into Crush Breeze Ender on clean hit, after exactly 20 frames; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Crush Breeze Ender | 35! | Mid | 75! | None | 19 | 4 | 33 | 56 | grd bounce | - | - |
S2.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 [75] | Mid | 150 [100] | OD/KA | 6 | 10 | 29 | 45 | launch | -23 | - |
damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter |
S3.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20 + 20 + 20 + 50 = 110 | Mid (Whiffs crouching) | 40 + 40 + 40 + 80 = 200 | KnAdv | 14 | 3 (10) 3 (10) 3 (12) 4 | 25 | 84 | launch | -10 | - |
S3.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
20 + 20 + 20 + 45 = 105 | Mid | 40 + 40 + 40 + 80 = 200 | KnAdv | 10 | 3 (12) 3 (10) 3 (15) 4 | 21 | 81 | backslide | -6 | - |
1st hit forces stand, 2nd-3rd hits whiff over crouching opponents |
S3.3
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30! + 30! + 60! = 120! | Mid (Whiffs standing and crouching) | 60! + 60! + 80! = 200! | None | 18 | 3 (10) 3 (13) 4 | 37 | 88 | wall bounce | - | - |
1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
45!x4 + 70! = 250! | Mid | 0 | KnAdv | 5+5+7 | 1 | 84 | 102 | twist | -30 | - |
all hits stop raising juggle count at 4 |