Line 4: | Line 4: | ||
| S1.1= | | S1.1= | ||
+ Faster, easier to combo - very consistently converts from lights. | |||
+ Easy tool that combos into OD | |||
+ flips on air hit, so can provides flipout oki midscreen... | |||
- but notably limits conversions otherwise | |||
- lower damage | |||
| S1.2= | | S1.2= | ||
+ Launches on hit, allows for followup juggles. Strong combo tool. | |||
+ deals more damage. | |||
+ safer on block. | |||
- Whiffs on crouchers | |||
- slower, doesn't convert from lights. | |||
Line 17: | Line 21: | ||
| 2.1 | | 2.1 | ||
+ more range, harder to dodge | |||
+ 2 hits, so easier to confirm on hit/block with KA | |||
- less damage and stun | |||
- less invul frames | |||
- -34 on block, compared to S1.2's -22 | |||
| S2.2 | | S2.2 | ||
- one hit | |||
+ can be charged, up until a point where it gets a notable boost in damage, and flips opponents very high | |||
+ Key to bumping Dauntless' corner damage | |||
+ more invul frames | |||
S3.1 / S3.2 - heavy hitting special that followups a command dash with invul frames. Hold the button to only do the dash | |||
| S3.1 | |||
+ 1f invul command backdash, which is also 13f faster then the normal one. Moves vert fast very far. | |||
+ Much more damage and stun | |||
+ Pushes opponents very far on hit, allows for big corner carry | |||
+ Great combo filler in the corner | |||
- hard to combo into without S1.2 | |||
| S3.2 | |||
+ Quick, good reaching command forward dash. | |||
+ As a special, it can be used to get back in during pressure, using its good invul frames to punish mashing | |||
+ Allows for several ambigiuous left/right resets during combos | |||
- frame 4 invul | |||
- while it can be used ot get closer during pressure, you're not going to be plus/leave a gap that can be punished | |||
- whiffs on crouchers |
Revision as of 11:29, 18 February 2022
Loadout
S1.1 / S1.2 - rushing punches that can be held for a charge, armored dash before the move automatically starts.
| S1.1= + Faster, easier to combo - very consistently converts from lights. + Easy tool that combos into OD + flips on air hit, so can provides flipout oki midscreen... - but notably limits conversions otherwise - lower damage | S1.2= + Launches on hit, allows for followup juggles. Strong combo tool. + deals more damage. + safer on block. - Whiffs on crouchers - slower, doesn't convert from lights.
S2.1 / S2.2 - Dauntless' DP. Stays grounded the whole time, but still very unsafe on block.
| 2.1
+ more range, harder to dodge
+ 2 hits, so easier to confirm on hit/block with KA
- less damage and stun
- less invul frames
- -34 on block, compared to S1.2's -22
| S2.2 - one hit + can be charged, up until a point where it gets a notable boost in damage, and flips opponents very high + Key to bumping Dauntless' corner damage + more invul frames
S3.1 / S3.2 - heavy hitting special that followups a command dash with invul frames. Hold the button to only do the dash
| S3.1
+ 1f invul command backdash, which is also 13f faster then the normal one. Moves vert fast very far.
+ Much more damage and stun
+ Pushes opponents very far on hit, allows for big corner carry
+ Great combo filler in the corner
- hard to combo into without S1.2
| S3.2 + Quick, good reaching command forward dash. + As a special, it can be used to get back in during pressure, using its good invul frames to punish mashing + Allows for several ambigiuous left/right resets during combos - frame 4 invul - while it can be used ot get closer during pressure, you're not going to be plus/leave a gap that can be punished - whiffs on crouchers