Rising Thunder/Chel/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 7 14 4 6 12 14 whiffs over crouching opponents; cancelable into Light attacks
close M H/L 65 100 80 Spc/OD/KA 6 3 8 17 5 8 15 18
close H H/L 100 200 120 Spc/OD/KA 7 5 22 34 -8 -4 18 22 forces stand
far L H/L 30 50 40 Spc/OD/KA 5 2 8 15 3 5 12 14 whiffs over crouching opponents; cancelable into Light attacks
-> far L (alt) H/L 30 50 40 Spc/OD/KA 5 2 8 15 3 5 12 14 whiffs over crouching opponents; cancelable into Light attacks
far M H/L 70 100 80 OD/KA 7 3 14 24 -1 2 15 18 whiffs over crouching opponents
far H H/L 105 200 120 OD/KA 9 4 22 35 -7 -3 18 22 whiffs over crouching opponents
crouch L Low 30 50 40 Spc/OD/KA 6 2 8 16 3 5 12 14 cancelable into Light attacks
crouch M Low 65 100 80 Spc/OD/KA 7 3 15 25 -2 1 15 18
crouch H Low 100 150 120 Spc/OD/KA 8 4 27 39 -12 sweep 18 -
diagonal jump L High 50 50 40 Special 5 15 13 16
diagonal jump M High 80 100 80 None 6 10 15 18
diagonal jump H High 100 200 120 None 7 7 17 20
neutral jump L High 50 50 40 Special 5 15 13 16
neutral jump M High 80 100 80 None 6 10 15 18
neutral jump H High 100 200 120 None 7 7 17 20
jump 2H High 100 200 120 None 9 7 17 20 crossup air attack
6M H/L 75 100 80 Spc/OD/KA 20 4 12 36 0 3 15 18 airborne during frames 7-27; invincible low during frames 7-26; cancelable into specials on landing
6H first hit H/L 55 100 60 OD/KA 15 2 19 36 - - 20 25 cancelable into 6M
-> 6H second hit H/L 55 100 60 OD/KA 3 2 13 18 4 8 18 22 cancelable into 6M
Forward Throw Attempt Unblk 50+50 50+0 40+0 KnAdv 5 3 27 35
Back Throw Attempt Unblk 125 150 80 None 5 3 27 35
Air Throw Attempt Unblk 55+55 100+0 60+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
Forward Dash - None 20 transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 18f in both cases
-> Forward Run - Any cancelable into attack or jump; transitions into forward run stop
-> Forward Run Stop - Any 10 cancelable into attack or jump; all actions enabled after 10 frames
Back Dash - None 30 invincible during frames 1-8; throw invulnerable from frames 9-15
Night Sun (S1v1) H/L 75 100 40 OD/KA 15 1 35 51 -9 -5 18+8P 22+8P 1.5 sec cooldown resets when projectile dies
Aerial Night Sun (S1v1) H/L 75 100 40 None 15 1 18+8P 22+8P 1.5 sec can attack/block after 8 landing frames, and walk after 10 frames; cooldown resets when projectile dies
Solar Flare (S1v2) H/L 80 100 40 OD/KA 14 1 33 48 -7 knockback 18+8P - 2 sec cooldown resets when projectile dies
Crush Breeze (S2v1) H/L 80 [60] 125 [100] 30 OD/KA 8 11 41 60 -36 launch 15 - 6 sec invincible during frames 1-10; airborne during frames 12-42; 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
-> Crush Breeze Ender H/L 35! 75! 20! None 19 4 33 56 - grd bounce - -
Spiral Eclipse (S2v2) H/L 100 [75] 150 [100] 40 OD/KA 6 10 29 45 -23 launch 15 - 5 sec invincible during frames 1-8; airborne during frames 10-31; damage/dizzy weakened on 4th active frame; applies 50% damage/dizzy/meter reduction as combo starter
Dancing Wind (S3v1) H/L 20 + 20 + 20 + 50 = 110 40 + 40 + 40 + 80 = 200 25 + 25 + 25 + 45 = 120 KnAdv 14 3 (10) 3 (10) 3 (12) 4 25 84 -10 launch 18 - 7 sec whiffs over crouching opponents; airborne during frames 11-45; projectile invulnerable from frames 13-44
Stinging Wind (S3v2) H/L 20 + 20 + 20 + 45 = 105 40 + 40 + 40 + 80 = 200 25 + 25 + 25 + 45 = 120 KnAdv 10 3 (12) 3 (10) 3 (15) 4 21 81 -6 backslide 18 - 5 sec 1st hit forces stand, 2nd-3rd hits whiff over crouching opponents; airborne on frames 11-44; projectile invulnerable from frames 10-42
Soaring Wind (S3v3) H/L 30! + 30! + 60! = 120! 60! + 60! + 80! = 200! 30! + 30! + 60! = 120! None 18 3 (10) 3 (13) 4 37 88 - wall bounce - - 6 sec whiffs over standing and crouching opponents; 1st hit doesn't raise juggle count above 4; 2nd hit doesn't raise juggle count; airborne during frames 18-68
Supernova (OD) H/L 45!x4 + 70! = 250! 0 -1000 OD KnAdv 5+5+7 1 84 102 -30 twist 18+36P - invincible during frames 1-17; all hits stop raising juggle count at 4