< Rising Thunder | Dauntless
Line 11: | Line 11: | ||
* deals more damage. | * deals more damage. | ||
* safer on block. | * safer on block. | ||
Line 18: | Line 17: | ||
| 2.1 | | 2.1 | ||
* more range, harder to dodge | |||
* 2 hits, so easier to confirm on hit/block with KA | |||
* more damage in a vacuum | |||
| S2.2 | | S2.2 | ||
* one hit | |||
* can be charged, up until a point where it gets a notable damage in damage, and flips opponents very high | |||
* Key to bumping Dauntless' corner damage | |||
* |
Revision as of 11:56, 17 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=
- Easier to converts - very consistently combo from lights.
- Easy tool that combos into OD
- flips on air hit, so provides flipout oki midscreen but heavily limits conversions.
| S1.2=
- Launches on hit, allows for followup juggles. Much better combo tool.
- deals more damage.
- safer on block.
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
- more damage in a vacuum
| S2.2
- one hit
- can be charged, up until a point where it gets a notable damage in damage, and flips opponents very high
- Key to bumping Dauntless' corner damage