Rising Thunder/Dauntless/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 6 13 5 7 12 14 cancelable into Light attacks
-> close L (alt) H/L 30 50 40 Spc/OD/KA 5 2 6 13 5 7 12 14 cancelable into Light attacks
close M H/L 60 75 80 Spc/OD/KA 7 3 16 26 -3 0 15 18
close H H/L 100 200 120 Spc/OD/KA 9 4 21 34 -6 -2 18 22
far 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
far M H/L 60 100 80 Spc/OD/KA 7 3 17 27 -4 -1 15 18
far H H/L 110 200 120 OD/KA 10 4 22 36 -7 -3 18 22
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 14 24 -1 2 15 18
crouch H H/L 105 200 120 OD/KA 8 4 13 25 2 6 18 22 forces stand
diagonal jump L High 55 50 40 Special 6 15 13 16
diagonal jump M High 85 100 80 None 7 10 15 18
diagonal jump H High 100 200 120 None 8 7 17 20
neutral jump L High 55 50 40 Special 5 15 13 16
neutral jump M High 85 100 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 8 7 17 20 crossup air attack
(close M / 6M ->) H H/L 75 100 100 Spc/OD/KA 6 4 30 40 -15 knockback 18 -
(far M ->) H H/L 85 150 120 KnAdv 8 4 25 37 -10 backslide 18 -
6M High 60 75 80 OD/KA 21 4 18 43 -6 -3 15 18 cancelable into (close M ->) H
Forward Throw Attempt Unblk 10+10+10+20+50 0+0+0+50+0 8+8+8+16+0 KnAdv 5 3 27 35
Back Throw Attempt Unblk 50+75 0+150 40+40 None 5 3 27 35
Forward Dash - None 19 transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 17f 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 29 invincible during frames 1-8; throw invulnerable from frames 9-15
Cold Drill Rush (S1v1) - None 8 40 2 sec cancels into Cold Drill Punch from frames 9-40; armored (1 hit) from frames 9-40
-> Cold Drill Punch H/L 30 50 25 OD/KA 5 4 19 28 -7 - 15 - cancels into Cold Drill Blast from frames 6-11 on clean hit; cancelable into S3
-> Cold Drill Blast H/L 60 100 75 OD/KA 5 3 21 29 - 2 - 25
Diesel Strike Rush (S1v2) - None 8 40 2 sec cancels into Diesel Strike Punch from frames 9-40; armored (1 hit) from frames 9-40
-> Diesel Strike Punch H/L 55! 75! 40! OD/KA 7 4 17 28 -5 launch 15 - cancels into Diesel Strike Blast from frames 8-13 on clean hit; cancelable into S3
-> Diesel Strike Blast H/L 60! 100! 80! OD/KA 6 3 29 38 - launch - -
Aerial Cold Chisel Rush (S1v2/v2) - None 8 20 2 sec cancels into Aerial Cold Chisel Punch from frames 9-20; armored (1 hit) from frames 9-20
-> Aerial Cold Chisel Punch H/L 30 50 25 None 7 4 15 18 cancels into Aerial Cold Chisel Blast from frames 6-11 on clean hit; can attack/block after 8 landing frames, and walk after 10 frames
-> Aerial Cold Chisel Blast H/L 60 100 75 None 5 3 slam - - can attack/block after 8 landing frames, and walk after 10 frames
Dust Breaker (S2v1) H/L 55+55 75+100 20+20 OD/KA 8 2 (8) 3 47 68 -34 launch 15/15 18/- 5 sec invincible from frames 1-9 (includes 1st active frame); applies 50% damage/dizzy/meter reduction as combo starter
Piston Tremor Charge (S2v2) - None 8 60 5 sec invincible from frames 1-14; chargeable until frame 60; transitions into Charged Piston Tremor after frame 25
-> Quick Piston Tremor H/L 120 175 40 OD/KA 4 4 34 42 -22 launch 15 - inherits leftover invincibility frames from Piston Tremor Charge; applies 50% damage/dizzy/meter reduction as combo starter
-> Charged Piston Tremor H/L 140! 200! 60! OD/KA 4 4 34 42 -20 spinlaunch 17 -
Revolving Hook (S3v1) - 0 0 0 None 15 25 3 sec invincible from frames 1-8; transitions into Revolving Hook Attack exactly after frame 15
-> Revolving Hook Attack H/L 135! 200! 120! Spc/OD/KA 10 4 27 41 -13 twist 17 -
Vandal Hook (S3v2) - 0 0 0 None 15 21 3 sec invincible from frames 4-12; transitions into Vandal Hook Attack exactly after frame 15
-> Vandal Hook Attack H/L 100! 150! 80! Spc/OD/KA 10 4 30 44 -16 twist 17 - whiffs over crouching opponents
Beatdown (OD) H/L 100!+200! 0 -1000 OD None 5+5+5 10 62 87 -45 launch 18 - invincible during frames 1-21; 1st hit resets juggle count to 1, if used during a juggle combo