Rising Thunder/Talos

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Overview

wip


Playstyle

RT Talos Icon.png Talos is a grappler who can use his command throws to armour through opponents moves.
Pros Cons
  • Has one of the most straightforward mixups in the game between ground and air command grab.
  • Has access to the best non-dp anti-air in the game.
  • Excellent damage
  • Can counterpick specials in bad matchups
  • Poor defence, relies on armour.
  • Has no 5 frame button.
  • Damage is locked behind risky options.
  • Super can't be used to beat other supers.




Roadmap

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In Progress / Completed To-do
  • Top section (no overview)
  • Pros&Cons/Strengths&Weaknesses
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  • Combos
  • Overview
  • Framedata page



Talos

Talos full.png

Health: 1100

Stun: 1050

Backdash: 28f (invun 1-10)

Initial Dash: 22f (run 15~)


Normals

cl.L

close s.L
Talos cl.L.png
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

close s.M
Talos cl.M.png
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

close s.H
Talos cl.H.png
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

far s.L
Talos f.L.png
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

far s.M
Talos f.M.png
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

far s.H
Talos f.H.png
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

cr.L
Talos cr.L.png
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

cr.M
Talos cr.M.png
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

cr.H
Talos cr.H.png
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

diagonal j.L
Talos dj.L.png
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

diagonal j.M
Talos dj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
85 High 100 None 7 10 - - - - -

dj.H

diagonal j.H
Talos dj.H.png
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

neutral j.L
Talos nj.L.png
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

neutral j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
85 High 100 None 7 10 - - - - -

nj.H

neutral j.H
Talos nj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 High 200 None 8 7 - - - - -

B+M

B+M
Talos B+M.png
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

F+H
Talos F+H.png
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

j.D+M
Talos j.D+M.png
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

j.D+H
Talos j.D+H.png
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

Forward Throw
Talos Forward Throw.png
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

Back Throw
Talos Back Throw.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
135 Unblk 150 None 5 3 27 35 - - -

Air Throw

Air Throw
Talos Air Throw.png
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

Meteor Breaker Charge
Talos S1.1.png
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

Meteor Slam
Talos S1.2.png
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

Titan Smash Charge
Talos S2.1.png
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

Titan Wreck
Talos S2.2.png
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

Magnetic Buster
Talos S3.1.png
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

Magnetic Snare
Talos S3.2.png
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

Aerial Magnetic Attract
Talos jS3.1.png
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

Spartan Rush
Talos S3.3.png
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

Aerial Spartan Rush
Talos jS3.3.png
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

Colossal Crush
Talos OD.png
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.