Rising Thunder/Vlad

From SuperCombo Wiki


Overview

wip


Playstyle

RT Vlad Icon.png Vlad is high damage character who uses jetpack fuel to fly through the air.
Pros Cons
  • Among the highest damage in the game.
  • Unrivalled air mobility thanks to jetpack.
  • Solid grounded normals for poking and anti-airing.
  • Jetpack cancels give you strong pressure.
  • Strong throw conversions.
  • Big hitbox 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

50% complete


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



Vlad

Vlad full.png

Health: 1000

Stun: 1000

Backdash: 30f (invun 1-8)

Initial Dash: 20f (no run)


Normals

cl.L

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

cancelable into Light attacks

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 stand

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 -

cancelable into hover, specials, and super

f.L

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

cancelable into Light attacks

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 -

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 -

cancelable into hover

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 -

cancelable into Light attacks

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 -

cr.H

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

dj.L

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

cancelable 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 - - - - -

cancelable into hover

dj.H

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

cancelable into hover

nj.L

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

cancelable 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 - - - - -

cancelable 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 - - - - -

cancelable 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 -

j.D+H

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

crossup air attack

Target Combos

cl.TC

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

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 after 2 landing frames, 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 after 2 landing frames, 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 after 2 landing frames, 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-faces opponent

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 -

invincibile from frames 1-4; applies 50% damage/dizzy/meter reduction as 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 sweep -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 grd bounce -40 -

all hits stop raising juggle count at 4