Rising Thunder/Gun

From SuperCombo Wiki


Overview

Gun is the charge function of the game, his fireball and dp will put each other on cooldown, forcing Gun to use his zoning tools with caution. Gun can stall the release of his fireballs to bait jumps, or to fire two fireballs in quick succession, allowing for strong angles to approach and start frame traps.

Unfortunately Gun suffers from a lack of reliable combo routes, instead getting his damage from looping frame traps with fireball, and chip damage from zoning.

Gun has some of the largest normals in the game to control screen space with, borrowing Chel's far heavy, and an advancing version of Dauntless' crouch medium. This in conjunction with excellent dash speed makes gun threatening from anywhere on screen.


Playstyle

RT Gun Icon.png Gun is zoner who possesses a variety of normals from other characters.
Pros Cons
  • The best fireball frame data in the game.
  • Has some of the better anti-air normals.
  • Ground movement is very strong, with a fast dash/run, as well as normals that advance/retreat.
  • Lowest damage in the game.
  • Combo routes are very limited, most neutral hits get you nothing extra.
  • Special 1 and 2 have a linked cooldown.
  • Has troubling dealing with crouchers due to normals whiffing, and poor throws.




Roadmap

60% complete


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



Gun

Gun full.png

Health: 950

Stun: 950

Backdash: 30f (invun 1-8)

Initial Dash: 19f (run 15~)


Normals

cl.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 5 2 7 14 6 4 -

cancelable into Light attacks

cl.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 Spc/OD/KA 6 3 8 17 8 5 -

cancelable into st.H

cl.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 OD/KA 8 5 13 26 5 1 -

forces stand

f.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Mid 50 Spc/OD/KA 5 2 7 14 6 4 -

cancelable into Light attacks

f.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Mid 100 Spc/OD/KA 7 3 13 23 3 0 -

cancelable into st.H

f.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
105 Mid (Whiffs crouching) 200 OD/KA 9 4 18 31 1 -3 -

cr.L

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
30 Low 50 Spc/OD/KA 7 2 7 16 6 4 -

cancelable into Light attacks

cr.M

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
60 Low 100 Spc/OD/KA 7 3 14 24 2 -1 -

cr.H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Low 150 KnAdv 9 4 26 39 - -11 -

dj.L

diagonal j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 High 50 Special 5 15 - - - - -

dj.M

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

dj.H

diagonal j.H
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 6 9 - - - - -

nj.L

neutral j.L
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 Mid 50 Special 6 15 - - - - -

cancelable but has no targets

nj.M

neutral j.M
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
80 Mid 100 None 6 10 - - - - -

nj.H

neutral j.H
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 200 None 7 8 - - - - -

F+H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
85 Mid (Whiffs crouching) 100 OD/KA 9 4 21 34 grd bounce -6 -

B+H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
90 Mid 150 None 20 3 11 34 9 5 -

jD+H

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 9 7 - - - - -

Throws

Forward Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
20 + 30 + [50] = 100 Unblk 38 KnAdv 5 3 27 35 - - -

Last hit of damage is skipped if KA cancelled

Back Throw

Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
50 + 75 = 125 Unblk 113 None 5 3 27 35 - - -

Specials

S1.1

Plasma Shot
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Plasma Shot 60 Mid 100 OD/KA 12 - 15 27 - - 1 sec
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Charged Plasma Shot 75 Mid 150 OD/KA - - 15 - - - -

sets s2 on 2 sec cooldown; can be held for 45 frames, transitions into charged s1 after 30 frames

S2.1

Rising Boost
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 150 OD/KA 8 10 37 55 launch -31 5 sec

sets s1 on 1 sec cooldown; applies 50% damage/dizzy/meter reduction as combo starter

jS2.1

Aerial Rising Boost
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 Mid 100 None 6 5 14 25 launch - 5 sec

sets s1 on 1 sec cooldown; applies 50% damage/dizzy/meter reduction as combo starter; incurs 14 frames of recovery when landing

S3.1

Shadow Charge
Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Shadow Charge 75 Mid 100 None 12 4 16 32 3 -1 7 sec

cancelable to S1, S2 attack

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
S1 attack 60 Mid 100 OD/KA - - - - - - 1 sec

sets s2 on 2 sec cooldown; can be aimed up and down; requires s1 off cooldown

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
S2 attack 100 Mid 150 KnAdv 15 4 33 52 slide -18 5 sec

sets s1 on 1 sec cooldown; requires s2 off cooldown

OD

Plasma Barrage
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
45!*4+ 70! = 250! Mid 0 KnAdv 5+5+7 - - - launch - -