Rising Thunder/Dauntless/Strategy: Difference between revisions

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| S1.1=
| S1.1=
* Easier to converts - very consistently combo from lights.  
+ Faster, easier to combo - very consistently converts from lights.  
* Easy tool that combos into OD
+ Easy tool that combos into OD
* flips on air hit, so provides flipout oki midscreen but heavily limits conversions.
+ 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. Much better combo tool.
+ Launches on hit, allows for followup juggles. Strong combo tool.
* deals more damage.  
+ deals more damage.  
* safer on block.
+ safer on block.
- Whiffs on crouchers
- slower, doesn't convert from lights.




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| 2.1  
| 2.1  
* more range, harder to dodge  
+ more range, harder to dodge  
* 2 hits, so easier to confirm on hit/block with KA
+ 2 hits, so easier to confirm on hit/block with KA
* more damage in a vacuum
- less damage and stun
- less invul frames
- -34 on block, compared to S1.2's -22


| S2.2
| S2.2
* one hit
- one hit
* can be charged, up until a point where it gets a notable boost in damage, and flips opponents very high
+ 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
+ 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