"Gracias chicos, ese duelo fue para ustedes."
|Chel - Ana Itza|
|"Se aproxima el robot gigante!"|
Chel is one of the original six characters of Rising Thunder. Hailing from Mexico and piloted by the perky Ana Itza, Chel is a zoning-type character and is a textbook shotokan-type fighter that hits all the bullet points: a fireball (and air fireball), a special anti-air uppercut, and a position-advancing series of flying kicks. With expert control of space and patience, she can always keep her enemy right where she wants them. She is the only other character - alongside Dauntless - to possess an "Easy" difficulty rating.
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|In-game quote||Translation||When they say it|
|I'll be the last one standing. Vamos!||I'll be the last one standing. Let's go!||Match intro|
|Estrella!||Star!||Night Sun (S1)|
|No no! / Nope!||Air Night Sun (S1)|
|Crush Breeze!||Crush Breeze (S2v1)|
|Eclipse!||Spiral Eclipse (S2v2)|
|Te tengo!||I got you!||Stinging Wind (S3v2) While perfoming the 5th hit|
|Where're you going?!||Back Throw|
|In your face!||Round won|
|Otro que muerde el polvo!||Another one bites the dust!||Round won|
|Como te quedo el ojo?||How do you like that?||Round won|
|Gracias chicos! Este duelo fue para ustedes!||Thanks boys! This duel was for you!||Match won|
|Se aproxima el robot gigante!||The giant robot approaches!||Character menu screen|
|Ready to kick some butts?||Character menu screen|
|Fantástico!||Fantastic!||Character menu screen|
|Hola amigos!||Hey friends!||Character menu screen|
|Saluden a la heroína!||Greet the heroine!||Character menu screen|
|Vamos patear algunos traseros!||Let's go kick some butts!||Character menu screen|
Chel is the shortest of all the mechs in the game, but what she lacks in size and mass, she makes up for with sleek design. The mech has a svelte, smooth silver appearance and is obviously feminine in design, complete with visible bust and even a "ponytail" of ruffled purple "hair" coming out the back of the head. With malleable joints and torso, its small profile and smooth design, Chel is a mech that favors agility over raw power, able to naturally twist and contort her body for feats of acrobatics. Apart from the head of hair, its other notable physical feature is the design of the head, which looks like the beak of a falcon or other bird-of-prey, complete with "feathers" represented by the hair. Functionally, Chel features jets in the palms of her hands and small jets of plasma from her fingers to augment her melee attacks. Her biggest calling card is her plasma cannon in her arm(s) that can replace her hand in the blink of an eye and shoot varying balls of plasma energy, depending on how much she charges it.
Ana Itza, Chel's pilot, is an upbeat, perky ball of energy who seems to genuinely have fun all the time and always keeps a bright outlook on life. She is approachable, friendly and puts great stock in her friends and family, often dedicating her victories to them. As well, she thinks piloting a mech is an absolute blast of a time. Of course, Ana can get serious when the time calls for it, and she's a resolute woman who won't back down from a challenge. That doesn't mean she won't laugh during a battle, rub a victory in her enemy's nose, or even call herself a heroine of sorts. She's also something of a naturalist, if her special attacks using mystical and natural names are anything to be believed. Many of her attacks make reference to the moon, the stars and the wind.
Theme Music Edit
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A very shoto-like combatant with excellent projectile pressure, Chel can keep opponents away, play a mean footsie game, or strike with strong and stylish combos.
Movement Options Edit
Chel has above-average walk speed and a normal jump arc. Chel can delay her jump arc with her air Night Sun (S1v1). She has a sprinting forward dash that continues until you let go of forward. She has a poor, short backdash.
|Standing Light (L)||Swift high kick||30||50||Target/Chain Combo L, Special, Overdrive, Kinetic||The second kick of the Target Combo will rarely connect. It is a lower kick than the first. You will likely be out of range|
|Standing Medium (M)||Forward moving kick with her shin||70||100||Overdrive, Kinetic|
|Standing Heavy (H)||Big upward roundhouse kick||110||200||Overdrive, Kinetic||Good for far Anti Air where S2 will miss|
|Close Light (cl.L)||Quick thrusting chop attack.||30||50||Special, Overdrive, Kinetic||Does not hit crouching opponents.|
|Close Medium (cl.M)||Energy-infused palm blade attack to the midsection||65||100||Special, Overdrive, Kinetic||Can be combo'd with Light attacks or cr.M|
|Close Heavy (cl.H)||Rising, energy blade strike.||100||200||Special, Overdrive, Kinetic||Forces Standing on hit|
|Crouching Light (cr.L)||Quick chop to the feet||30||50||Special, Overdrive, Kinetic|
|Crouching Medium (cr.M)||Surgical energy blade attack at the feet||65||100||Special, Overdrive, Kinetic||Combos with S1 at certain ranges, but not max|
|Crouching Heavy (cr.H)||Wide sweeping strike with her energy blades. Causes hard knockdown||100||150||Special, Overdrive, Kinetic||Does not combo with any cancel due to hard knockdown|
|Forward Medium (f.M)||Spinning back hopkick||75||100||Special, Overdrive, Kinetic||Combos with S2v1, S2v2, S3v2.|
|Forward Heavy (f.H)||Chel lunges in with her blade, stabbing two times.||120 (60+60)||200 (100+100)||Overdrive, Kinetic||Either hit can be cancelled. This is her main combo starter.|
|Target Combo f.H -> f.M||Lunges forward with a quick one-two blade attack and combos into the sipinning hopkick||180 (60+60+60)||280 (100+100+80)||Special, Overdrive, Kinetic||Either hit can be cancelled into f.M. Combos with S2v1, S2v2, S3v2|
|Throw||Chel brings her opponent in close to her hand blaster and shoots them into the sky||100 (50+50)||50||Kinetic||Second hit occurs when opponent connects with ground. Does not connect if followed up into a different attack|
|Air Throw||Grabs her opponent in the air and shoots them, sending them far away||110 (55+55)||125|
|Back Throw||Chel gives a quick shoulder charge and then flips her opponent over her back.||125 (25+100)||150|
|Neutral Jumping Light (nj.L)||Flying elbow strike||50||50||Special 1|
|Neutral Jumping Medium (nj.M)||Horizontal energy blade chop||80||100|
|Neutral Jumping Heavy (nj.H)||Downward energy blade stab||100||200|
|Neutral Jumping Cross Up (nj.d.H)||Chel flips upside down to thrust her energy blades back at the enemy||100||200||Hits cross-up only.|
|Jumping Light (j.L)||Fast upward-angled flying kick||50||50||Special 1|
|Jumping Medium (j.M)||Horizontal quick kick||80||100|
|Jumping Heavy (j.H)||Downward flying kick||100||200||Can be followed up with f.H if it connects late enough.|
|Jumping Cross Up (j.d+H)||Chel flips upside down to thrust her energy blades back at the enemy||100||200||Hits cross-up only.|
|Night Sun (S1v1)||Alpha||Chel blasts a ball of energy from her hand cannon. Chel can also perform this attack in the air, using her jet boosters to steady her altitude and aim.||75||100||1.2||Hitting an enemy with the Night Sun, even blocking, will reduce the cooldown. Can be performed in the air.
Hold forward or backward while firing to adjust the flight speed.
|Solar Flare (S1v2)||Alpha||Chel fires a downward-angled blast of energy from her plasma cannon that knocks the enemy down.||80||100||Compared to Night Sun, it has a faster startup and flies faster, but it has shorter range, has a longer cooldown and can't be used in the air.|
|Crush Breeze (S2v1)||Beta||Chel soars high into the air with a twirling uppercut. If she connects, she follows up with a flipping double axe kick to spike the enemy back to the ground||125 (80 + 45)||200 (125 + 75)||6.0||Follow up causes a ground bounce|
|Spiral Eclipse (S2v2)||Beta||Chel springs into the air with a short spiral uppercut.||100||150||4.5|
|Dancing Wind (S3v1)||Gamma||Chel flies forward with trio of kicks and ends with a upwards launching kick.||100 (20 + 20 + 15 + 45)||170 (40 + 40 + 30 + 60)||7.0||All but the last hit will whiff on crouching opponents. Partial projectile invincibility after start up|
|Stinging Wind (S3v2)||Gamma||Chel strikes with a quick jumping knee and follows through with a series of flying kicks. She finishes with an energy infused palm strike.||110 (20 + 20 + 20 + 50)||200 (40 + 40 + 40 + 80)||5.0||Faster than Dancing Wind's startup||Only the first and last hit crouching when blocked. On hit, all 4 will connect. Partial projectile invincibility after start up|
|Soaring Wind (S3v3)||Gamma||Chel sails through the air at a high angle with a trio of flying kicks, ending with a wallbouncing dropkick.||Whiffs against standing targets|
Meter and Super Edit
|Supernova||Overdrive||Chel charges and releases a massive multi-hitting energy ball that travels across the screen. Like Night Sun, Chel can hold forward or backwards to speed up or slow down the projectile.||250 (45+45+45+45+70)||0||Can be Kinetic Advance cancelled|
|Name||Inputs||What it's useful for||Damage||Stun||Other notes||Example video(s)|
|Mash Low!||cr.L x 3||Making them back off a bit||72||120|
|Combo off Lights!||cr.L xx cr.L xx cr.L xx S3.2||The rare chance to combo off Lights for Chel. And re-establishes distance for zoning||116||200||This is a very useful hit confirm.|
|Combo off Lights to Overdrive!||cr.L xx cr.L xx S2 KA f.Dash, Overdrive||Rare combo off light confirm||202||165||Must be very close for S2 to combo.|
|Combo Off Lights without Overdrive!||cr.L xx cr.L xx S2.1, cr.H||Rare combo off light confirm||159||255||Must be very close for S2 to combo.|
|Basic Confirm||cl.M, cr.M xx S1.1||Confirming combos off jump in pressure.||162||240||Use cr.M to confirm if you've connected or not when using as pressure|
|Pressure Confirm||f.M, S2||If f.M is blocked then this is makes them stop pushing buttons after f.M. Especially useful when||175||260||This is a gamble when blocked.|
|Forward Confirm||f.H, cr.M xx S1.1||Pushing forward on the opponent to keep pressure.||217||340||Use cr.M to confirm if they have blocked or not.|
|Crush Breeze Reversal Combo and Basic Juggle Ender||S2.1, [cl.H xx S1]/[cr.H]/[S3.2]||Capitalizing off the random S2 or finishing a combo from S3.1||185||290||Use cr.H for hard knockdown, but cl.H xx S1 for damage. Or S3.2 if you have it.|
|Crush Breeze Damage Ender||S2.1, cl.M, H||Most damage without specials for Crush Breeze||214||350||Good for finishing or stun|
|Safe S2 Reversal with Overdrive||S2 xx KA f.dash,f.Overdrive||Capitalizing off a safe KA'd S2||280||200||You can also [KA f.Jump, Air Throw, f.Super] but that is less damage|
|Safe Eclipse KA Dash Combo||S2.2 xx KA f.dash, S3.1, cl.H xx S2.2||High damage off S2.2 and comboing into S3.1||235||381||One of the only ways to capitalize off Eclipse besides sweep.|
|Safe S2 Reversal without Overdrive||S2 xx KA f.Dash, cr.H||Capitalizing off Safe KA'd S2||140||215|
|Crush Breeze Reversal Overdrive without KA||S2.1, cl.H xx Overdrive||Comboing into Overdrive without KA||335||320||The S2.1 followup must be late. Too early and opponent will fall out. Must be close for cl.H to connect. cr.M can be used instead for more reliable combo and 314 damage|
|Easy Forward Throw Into Overdrive||f.Throw xx KA f.Dash, f.Overdrive||Easily comboing into Overdrive from f.Throw||250||50||You can also [KA f.Jump, Air Throw, f.Overdrive] but that is less damage|
|Forward Throw into Overdrive||f.Throw xx KA f.Dash, cl.H xx S2.1, cl.H xx Overdrive||Capitalizing off Forward Throw with meter||286||331|
|Forward Throw Combo 1||f.Throw xx KA f.Dash, cl.H xx S2.1, cr.H||Capitalize off Forward throw without Overdrive||203||316|
|Forward Throw Combo 2||f.Throw xx KA f.Dash, S3.2||Minor capitalization on forward throw.||116||170||Use for corner carry|
|Forward Throw Combo 3||f.Throw xx KA f.Dash, S2.2, S3.2||Eclipse variant combo from forward throw.||160||230||Use Eclipse early after the dash, hitting with the later active frames.|
|Forward Throw Combo 4||f.Throw xx KA f.Jump, fj.H, Air Throw, f.S1.1||Forward Throw combo without S2 or S3 specials||157||256|
|Meterless Grounded Punish 1||f.H, cr.M xx S3.1, S2.1, cr.H||Punishing with no meter||294||480|
|Meterless Grounded Punish 2||f+H xx f+M xx S2.1, S3.2||Punishing with no meter||288||460|
|50% KA Force Stand Combo||f.H, cr.M xx S1.1 KA f.Dash, cl.H xx S3.1, S2.1, cr.H||Punish with 1 bar||329||535|
|50% KA Alternative Combo||f.H, cr.M xx S1.1 KA f.Dash, cl.H xx S2.1, S3.2||Alternative punish with 1 bar and S3.2||307||505|
|Gounded Punish 100% KA||f.H, cr.M xx S1 xx KA f.dash, cl.H xx S1.1 xx KA f.dash, cl.H xx S3.1, S2.1, cl.H||When you need that big punish but don't have Overdrive.||364||595||You can also perform S1 KA f.Dash, cl.M, cr.M xx S1... but this is less damage and stun|
|Gounded Punish Alternative 1 100% KA||f.H, cr.M xx S1 xx KA f.dash, cl.H xx S1.1 xx KA f.dash, cl.H xx S2.1, cl.H||Punish without Overdrive or S3||340||555|
|Gounded Punish Alternative 2 100% KA||f.H, cr.M xx S1 xx KA f.dash, cl.H xx S1.1 xx KA f.dash, cl.H xx S2.1, S3.2||342||565|
|Grounded Overdrive Punish 0% KA||f.H xx f.M xx S2.1, cl.H xx Overdrive||Get them with your Overdrive but no KA||368||400||Again, cr.M in place of cl.H is helpful to make a more consistent Overdrive combo, but possible with either.|
|100% Resources Jump in Combo||j.H, f.H, cr.M xx S1.1 xx KA, cl.H xx S1.1 xx KA, cl.H xx S2.1, cl.H xx Overdrive||Biggest damage when you land that precious jump in H.||451||645||Variants of this combo serve as Chel's main punish combos. Drop KA loop as necessary (The Overdrive at the end is not a true string)|
|100% KA Jump In Combo no Overdrive||j.H, f.H, cr.M xx S1.1 xx KA, cl.H xx S1.1 xx KA, cl.H xx S3.1, S2.1, cr.H/cl.HxxS1||Most Stun when you land that jump in H||369||675|
|Zoning Chel BnB||cr.l, cr.l xx S3.2||must be using the variant-2 of special 3. The variant-1 startup is too slow to combo from cr.light. Pushes opponent far away. Good for maintaining zone control.||120||210|
Zoning Chel Super hit-confirm
cr.l, cr.l xx S2 xx KA, Super
|Standard Ryu super setup. Requires 1 bar of meter.||202||165|
|Reversal S2v1 into Super (meterless)||S2v1, very late cr.M xx Super||Late cr.M after the S2v1 ground bounce allows meterless Super.||314||260|
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Main cast Edit
Edge has a significant advantage against Chel when he is at fullscreen. He can absorb fireballs with his special 1, slide under them with his dashing specials, and his jump H can beat Chel's anti-air stand H at many ranges. If Chel attempts to jump in at far range, Edge's uppercut will cleanly beat most jump attempts. Edge can use his speed to create openings from this range. However, Edge's normals don't stand up well against Chel in a closer fight.
Walk towards Edge and try to get him close to your cr.H max range. His normals from this range are a little slow to start up, and without super he can't do anything about cr.H -> fireball. His run specials are too close to use at this range, and his jumps will all cross you up and can be easily S2'd out of the air. Chel can also abuse fireball at this range because it is too close to react to with jump, but too far to stuff with normals. Edge has no armored normal moves, so fireball will reliably beat his normals in a footsie battle.
If Edge tries to back out of this range, Chel can simply walk closer to him. This brings him closer to the corner and preserves the range Chel is strongest at. Resist the urge to jump at Edge, as you'll always want Chel to have her S2 ready and Edge has much stronger jumping attacks than Chel.
Please expand this section. Some info
Fireball pressure from 3/4th's to Full Screen of the screen away is generally really safe. Fireball KA neutral jump Fireball can prevent some shenanigans. Also if you can keep her that far away, you can react to a Cold Drill by waiting till she is next to you and either jabbing, grabbing it, or DPing it as it loses it's armor when the hit portion of the attack starts. However, as soon as she gets overdrive, you will want to change up your gameplan. Good Dauntless players will punish fireballs with their overdrive after they have reached a far enough distance that they cannot be Kinetic Canceled.
When in the neutral game, you want to generally stop throwing fireballs. C. Jab is probably your best option to stick out as it is hard for her to whiff punish it. Far Heavy (the Kick) is pretty good if you are at max range and can read a jump as it will stuff any startup for any jump. It is risky though because you can be Cold Drilled or Diesel Striked out of it. If you miss a C. Heavy, you will probably eat a C.Medium combo so beware of that as well. If you think you can read crouching pokes such as her C.Jab or C.Medium, F. Medium can sail over it. Generally good Dauntless players will eat Chel for breakfast in the neutral so you want to always try to play reactionary. This may mean eating a few throws, but it is better then being comboed all the way into the corner.
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Forward Medium can sail over fireballs and low attacks if timed properly. It can be used to counter a Chel that is spamming fast fireballs and sweeps.
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Talos can only threaten Chel when he is at about the distance of the match starting positions or closer. Any farther away than that and Talos has no tools that can hit Chel. If Chel can keep Talos from getting within that range, she can pelt him with fireballs until he loses.
When Talos is in his preferred range, he has a few options. If he's running Spartan Rush, he can throw that out to close the distance and setup for a command grab. If you suspect this you can stuff or trade with it using standing jab. Her fireball is normally too slow to stop a Spartan Rush and will get stuffed. Talos can also dash forward and do towards + H, which is armored and wallbounces for a combo. If you block this you can punish with stand H, crouch H, super, stinging wind or anything with range that starts up quickly. Talos can also dash up and go for the command throw, though if you're jabbing to stop a Spartan Rush it will also stuff his dash. Generally you'll want to neutral jump this, but you can also use Chel's forward + M into S2 if you're confident he's going for the throw.
Chel can control this match easily though, and most of the match should consist of Talos battling to get into his range. Mix up your fireball speeds so that he has difficulty timing jumps, and make liberal use of stand H to clip jump ins from far ranges. Talos will often want to jump in at a range far enough away you can't uppercut, but stand H will normally hit him if he tries this. You can also walk forward and S2 him if he's going for tricky jump spacing. If he backs up, move closer but always mind your distance and never walk into his preferred range. As you throw fireballs, walk back and forth so that he'll have more difficulty lining up jumps.
Please expand this section. Some info:
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Downloadable characters Edit
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Below is a list of changes to the character from version to version.
Build 1235 Edit
- Chel’s Stinging Wind (S3v2) is a new advancing attack with faster startup and recovery!
- Extended hurt-boxes on some moves to better match their active hitboxes:
- Chel’s c.M, c.H, and F+M
- Standardized block pushback caused by normal sweep attacks:
- Chel’s c.H
- Corrected an issue that gave the first hit of Chel’s F+H an extra frame of hit stun.
- Chel’s Overdrive damage has been reduced from 275 to 250.
Build 1263 Edit
- S2 block stun reduced to 15 frames.
- S2 no longer hits opponents behind Chel.
Build 1312 Edit
- New S3 variant! Soaring Wind opens up new juggle opportunities, especially after Chel’s Crush Breeze.
- Slightly reduced horizontal ranges of c.H, Crush Breeze, and Spiral Eclipse.
- Slightly lowered damage inflicted by far s.H, F+H, Crush Breeze, Dancing Wind, and Stinging Wind.
- Increased Spiral Eclipse recovery by 2 frames.
- Expanded F+M hurt-boxes downward just enough to get hit by common mid-height attacks.
- Crush Breeze and Spiral Eclipse now inflict reduced damage and stun after their 3rd active frames.
- Simplified Night Sun cooldowns to 1.5 seconds across all speeds (previously 1 second for fast version, 1.25 for medium, and 1.5 for slow).
Build 1330 Edit
- Increased Soaring Wind base damage from 100 to 120, and reduced cooldown from 7 seconds to 6 seconds.
- Adjusted Soaring Wind juggle properties to ensure that all three hits connect after the first hit (in most cases), but removed the guaranteed follow-up after the wall bounce.
Alpha to Beta Edit
Beta to Retail Edit
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See also Edit
Rising Thunder official forums: