Rising Thunder/Vlad

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Overview

Vlad is Rising Thunder's "specialist" character, possessing a variety of tools that ultimately turn him into a high-damage mixup machine. The most notable of these is his unique Hover mechanic, which uses a separate fuel resource displayed next to his character model during gameplay. By tapping Up while airborne, Vlad uses his jetpack to fly upward and forward in a style similar to Morrigan's dash from Vampire Savior, which can be held as long as he has fuel and cancelled with air normals. Notably, Vlad can spend a large chunk of his fuel to use Hover as its own unique form of cancel, usable with many normals that aren't otherwise cancellable, including air normals; this gives him access to strong mid-range hit-confirms, instant air dash-style mixups, double overheads, and plenty of other unique offensive and mixup opportunities that define him as a character. Hover can't be used while his fuel gauge is red, but it regenerates fairly quickly over time and is a key aspect of Vlad's gameplay.

Vlad most often relies on f.M in neutral, a decent poke that can then be cancelled into S1.1 (a.k.a. Sputnik Rocket, or just Sputnik), a slow-moving projectile that serves as Vlad's main tool for space control; when paired with Kinetic Advance jump cancels and Hover, Vlad can spend meter and fuel to use Sputnik as a pseudo-neutral skip against opponents who hesitate or get caught with their reversal on cooldown. Once up close, Vlad can bully his opponent with his plus on block c.M, instant Hover j.H, Hover into crossup j.d+H, or even simply his forward throw, which is unique in that it can be Kinetic Advance cancelled to enable full juggle combos in the corner. All this makes Vlad one of the scariest offensive characters in the game on account of his massive damage and stun output.

Of course, Vlad isn't without his downsides; he has an awkwardly large hurtbox that makes it tricky for him to navigate zoning, and even with the tools he has to do so he's incredibly reliant on Hover to compensate for his extremely poor mobility. Furthermore, while Vlad does at least have a reversal that uniquely has the ability to auto-correct to the opponent's side after startup, it's the slowest reversal in the game by a huge margin at a total of 14 frames at best, which makes it very difficult to use in situations where such a reversal would normally be helpful. Vlad wants to capitalize on his extreme offensive momentum to keep himself out of situations like this, but if all else fails and with enough clever thinking, Vlad has all the tools he could need to be successful.


Playstyle

RT Vlad Icon.png Vlad is a high-damage character who uses jetpack fuel to fly through the air.
Pros Cons
  • Among the highest damage in the game.
  • Unrivaled air mobility thanks to Hover.
  • Solid grounded normals for poking and anti-airing.
  • Hover cancels give you strong pressure.
  • Strong throw conversions.
  • Big hurtbox makes you easy to hit and prone to big combos.
  • Exploitable DP that takes time to charge.
  • Reliant on fuel to get around anti-airs.
  • No running dash.




Roadmap

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Vlad

Vlad full.png

Health: 1000

Stun: 1000

Backdash: 30f (1-8f Invulnerable)

Initial Dash: 20f (No Run)


Normals

cl.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 6 2 7 15 6 4 -

Cancellable into light attacks. Whiffs against crouching opponents.

cl.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 Spc/OD/KA 8 4 8 20 7 4 -

Forces standing. Links into cr.L on hit and serves as the starter to his TC.

cl.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 150 Spc/OD 9 4 14 27 5 1 -

Cancellable into Hover, specials, and super.

f.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 5 2 8 15 5 3 -

Cancellable into light attacks. Whiffs against crouching opponents.

f.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 Spc/OD/KA 8 3 11 22 5 2 -

Vlad's go-to poke.

f.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 150 Other 9 4 17 30 2 -2 -

Cancellable into Hover, making it a surprisingly strong poke that converts into easy damage and a hard knockdown if you have the fuel to spare.

cr.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Low 50 Spc/OD/KA 6 2 9 17 4 2 -

Cancellable into light attacks. Vlad's main mashable poke.

cr.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 None 10 5 14 29 0 -3 -

A sliding poke that is mediocre under most circumstances but can be used to low-profile standard projectiles in its later startup frames, giving Vlad an alternate method of dealing with zoning.

cr.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 Low 150 None 10 4 23 37 HKD -8 -

A standard sweep. Not commonly used or notably useful, but Vlad can always benefit from scoring a hard knockdown.

dj.L

Diagonal j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 7 10 - - - - -

Cancellable into Hover and specials.

dj.M

Diagonal j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 Other 8 8 - - - - -

Cancellable into Hover. Vlad's best jumping normal for approaching with Hover or from further away.

dj.H

Diagonal j.H
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 High 150 Other 8 4 - - - - -

Cancellable into Hover. Vlad's best deep jump-in and the staple of Hover cancel combos.

nj.L

Neutral j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 10 - - - - -

Cancellable into Hover and specials.

nj.M

Neutral j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 High 100 Other 7 8 - - - - -

Cancellable into Hover.

nj.H

Neutral j.H
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
95 High 150 Other 9 6 - - - - -

Cancellable into Hover.

F+M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 KnAdv 19 4 11 34 4 1 -

A forward-advancing command normal that can be used to start pressure from mid-range due to being plus on block. Not his best option due to its slow startup, but it sees some use due to having no resource cost compared to Vlad's other methods of getting in.

j.D+H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 8 6 - - - - -

A body splash that only hits as a crossup. Used frequently in Vlad's deadly Hover mixups, and its crossup-only property makes it a great same-side feint for empty jump low/throw mix.


Target Combos

cl.TC

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 Mid 50 Spc/OD/KA 7 4 29 40 Launch -14 -

Second hit whiffs on crouching opponents. Midscreen conversions after the launch are limited, but it enables a lot of damaging combos and reset opportunities in the corner.


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 - - -

Specials

S1.1

Sputnik Torpedo
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 OD/KA 10 1 24 35 6 2 -

jS1.1

Aerial Sputnik Torpedo
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75 Mid 100 None 7 1 - - - - -

Can attack/block 2 frames after landing and walk after 4 frames.

S1.2

Revolutionary Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100! Mid 125! KnAdv 10 1 21 32 Launch - -

S1.2

Fake Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
0 - 0 KnAdv - - 33 33 - - -

jS1.2

Aerial Revolutionary Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100! Mid 125! None 10 1 - - Launch - -

Can attack/block 2 frames after landing and walk after 4 frames.

jS1.2

Aerial Fake Rocket
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
0 - 0 None - - - - - - -

Can attack/block 2 frames after landing and walk after 4 frames.

S2.1

Cosmonaut Liftoff Charge
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Cosmonaut Liftoff Charge - - - None 10 - - 60 - - -

Chargeable until frame 60. Transitions into Charged Uppercut after frame 25. Auto-corrects toward the opponent after startup.

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Quick Cosmonaut Liftoff 100 Mid 100 OD/KA 4 9 37 50 Launch -30 -

Invincible 1-4f. Applies 50% damage/dizzy/meter gain scaling as a combo starter.

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Charged Cosmonaut Liftoff 175! Mid 100! OD/KA 4 14 29 47 Launch -25 -

S3.1

Clobbering Rush
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25 + 25 + 25 + 50 = 125 Mid 50 + 50 + 50 + 50 = 150 OD/KA 8 2 (4) 2 (4) 2 (10) 2 24 58 HKD -7 -

S3.2

Bolshoi Bash
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
25!+60! Mid 50!+100! OD/KA 14 2 (16) 4 21 57 Wall Bounce -6 -

OD

Space Race
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
75!+225! Mid 0 Other 5+5+5 6 55 76 Ground Bounce -40 -

All hits stop raising juggle count at 4.