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.
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Pros | Cons |
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Roadmap
75% complete | ||
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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
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
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
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
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
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
80 | High | 100 | Other | 7 | 8 | - | - | - | - | - |
Cancellable into Hover. |
nj.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
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
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
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100! | Mid | 125! | KnAdv | 10 | 1 | 21 | 32 | Launch | - | - |
S1.2
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
0 | - | 0 | KnAdv | - | - | 33 | 33 | - | - | - |
jS1.2
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
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
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
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
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
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. |