Rising Thunder/Talos/Combos

From SuperCombo Wiki

Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying

Bnbs

0 bar

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.1
Boot starter


6H, (walkup), 2M xx s3.2 xx s3.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s3.2 xx s3.2
Charged anti-air


[s2.1], s3.2 xx s3.2

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, airgrab, f.L xx s3.2 xx s2.2
Boot starter


6H, (walkup), 2M xx s3.2 xx s3.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s3.2 xx s3.2

Jab confirms


Light → light → light xx s3.3

Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.

Punish combo (j.H/cl.H)


cl.H xx cl.H xx 6H, walkup, 2M xx s2.1
6H


6H, walkup, 2M xx s2.1

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab


[s1.1], 4M xx s2.1

Jab confirms


Light → light → light xx s3.3

Can do as many lights as you need, sometimes you will have to manually delay lights to stall for s3.3 cooldown to come back.

Punish combo (j.H/cl.H)


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.2
6H


6H, walkup, 2M xx s2.2

Optimal combo changes if 6H is the starter, as it incurs a 50% scaling penalty.

Charged command grab (damage)


[s1.1], 4M xx s2.2
Charged command grab (oki)


[s1.1], 4M xx s3.3

Only works on: Edge, Dauntless, and Gun.


1 bar

Command grab cash out


s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.1

One of the best ways Talos has to spend a bar.

Anti-air cash out


s2.1 xx KA6 xx 2M xx s3.2 xx s3.2

The other best way to spend a bar.

Punish combo 1 bar


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.1 xx KA6 xx 2M xx s3.2 xx s3.2
6H starter


6H, walkup, s3.2 xx s2.1 xx KA9 airgrab, f.L xx s3.2 xx s2.1
Charged command grab extension


[s1.1], 4M xx s3.2 xx s2.1 xx KA xx 2M xx s3.2 xx s3.2

Command grab cash out


S1 xx KA xx cl.H xx 6H, walkup, 2M xx s3.2 xx s2.2
Punish combo 1 bar


cl.H xx cl.H xx 6H, walkup, 2M xx s3.2 xx KA9 airgrab, f.L xx s3.2 xx s2.2

Not as good of a bar spend as command grab.

Command grab cash out


s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s2.1

Best use of a bar.

Anti-air cash out


s2.1 xx KA xx 2M xx s3.3 xx s3.3

Other best use of a bar.

Punish combo 1 bar


(j.H,) cl.H xx cl.H xx 6H, walkup, 2M xx s2.1 xx KA9 airgrab, f.L xx s3.3 xx s3.3
Charged command grab extension


[s1.1], s2.1 xx KA xx 2M xx s3.3 xx s3.3

Command grab cash out


s1.1 xx KA xx cl.H xx 6H, walkup, 2M xx s2.2

This is kind of the only good one to spend bar with 123, but its more than good enough.

OD

juggle to OD


...s3.2 xx OD

Any juggle that uses s3.2 can cancel the first hit into OD. Often worth spending the moment you get the chance.

light confirm


Light → light xx s3.3 xx OD

Can do as many lights as needed to confirm. Buffering jab into s3.3 is a strong neutral option that can be confirmed into OD for massive reward.

air tackle


air s3.3, OD

Pretty generous single hit confirm. Makes your neutral play much scarier.