< Rising Thunder | Dauntless
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Revision as of 05:24, 25 July 2021
1XX
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
(5L/2L * N) → S1.1 → (OD → S1.1) | Anywhere | ??? | ??? | Very easy | Up to 4 jabs possible |
[(5L/2L * N) → S1.1 → KA6] * N → (OD → S1.1) | Anywhere | ??? | ??? | Very easy | Meter dump, can get 4 jabs per rep. Not recommended. |
5M/2M → S1.1 → (OD → S1.1) | Anywhere | ??? | ??? | Very easy | |
jH → 2H → 5L → S1.1 → (OD → S1.1) | Anywhere | ??? | ??? | Very easy | 2H into 5L is a link. Keeps them grounded if you want to confirm into OD. |
(jH) → clMH → S1.1 | Anywhere | ??? | ??? | Very easy | |
(jH) → clMH → S3.2 → S1.1 | Anywhere | ??? | ??? | Very easy | |
(jH) → clMH → S3.1 → S1.1 | Corner | ??? | ??? | Very easy | |
6MH → S3.2 → S1.1 | Anywhere | ??? | ??? | Very easy | |
6MH → S3.1 → S1.1 | Corner | ??? | ??? | Very easy | |
(jH) → clMH → S3.1/S3.2 → [S2.2] → (2L) → 2H | Corner | ??? | ??? | Very easy | Gives flipout oki |
6MH → S3.1/S3.2 → [S2.2] → (2L) → crH | Corner | ??? | ??? | Very easy | Gives flipout oki |
(jH) → clMH → S3.1 → S2.1 → KA6 → clMH → S3.1 → fH | Corner | 337 | ??? | Medium | Time the 2nd target combo to hit as high as possible. |
22X
(Combo damage is using Revolving Hook where applicable)
S1.2 KA9 jH only works midscreen and after it you won't be able to combo into S3.2 as you go under them.
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
5L/2L → S2.2 | Anywhere | 126 | 190 | Very easy | Only jab confirm. |
5M/2M → S1.2(1) → S3.1/S3.2 | Anywhere | 185 | 280 | Very easy | |
5M/2M → S1.2 → KA9 → jH → clH → S1.2 → S3.1 | Midscreen | 295 | 482 | Very easy | |
S2.2 → KA9 → jH → clH → S1.2 → S3.1 | Midscreen | 206 | 328 | Very easy | DP starter adds extra scaling. |
5M/2M → S1.2 → KA9 → jH → clH → S1.2 → [S3.2] → (2L) → 2H | Midscreen | 266 | 453 | Medium | 3.2 whiffs so have to hold it and take the extension. Sideswitches. Gives flipout oki, though they're far away. |
6MH/clTC → S1.2(1) → S3.1 | Midscreen | 207 | 280 | Very easy | |
6MH/clTC → S3.2 → S1.2 | Midscreen | 226 | 315 | Very easy | |
6MH/clTC → S1.2(1) → S3.1/S3.2 → [S2.2] → (2L) → 2H | Corner | 274 | 384 | Easy | |
6MH/clTC → S3.1/S3.2 → [S2.2] → S1.2 → 2M | Corner | 305 | 428 | Medium | 2L is recommended at the end. |
jH → clH → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → [S2.2] | Midscreen | 455 | 765 | Very Hard | Big body only. S1.2 moves faster than dashing do try to get it going as soon as possible after the dash and let it rock to catch up. |
Throw → KA6 → clH → S1.2 → dl fTC | Midscreen | 210 | 328 | Easy | Delay the target combo. |
Throw → KA6 → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → 2H | Corner | 259 | 392 | Very Easy | Gives flipout oki. |
5M/2M → S1.2(1) → S3.1/S3.2 → [S2.2] → S1.2 → 2M | Corner | 294 | 433 | Medium | Gives flipout oki. |
5M/2M → S1.2 → KA6 → clH → S1.2 → S3.1/S3.2 → [S2.2] → 2H | Corner | 331 | 523 | Very easy | 1 bar combo. Gives flipout oki. |
5M/2M → S1.2(1) → S3.1/S3.2 → [S2.2] → KA6 → dl clH → S1.2(1) → S3.1/S3.2 → [S2.2] | Corner | 371 | 548 | Medium | |
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → S1.2 → 2M | Corner | 362 | 625 | Medium | Gives flipout oki. |
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → dl OD | Corner | 380 | 552 | Medium | Try to do OD as late as possible to get all the hits. |
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → KA6 → dl clH → S1.2(1) → S3.1/S3.2 → [S2.2] → (KA6 → dl OD) | Corner | 439(505) | 740 | Medium | The big juice. Delay the clH after KA as much as you can to let S2.2 come off cooldown. |
(jH) → fH → OD → S1.2 → S3.1/S3.2 | Anywhere | 435 | 437 | Easy | Max damage post stun. Do 2H instead of fH if you have trouble getting the spacing. |
fH → OD → 3.1 → [S2.2] → KA6 → S3.1 → KA6 → 2.2 | Corner | 550 | 493 | Very hard | The holy grail. Buffer the dash during the last part of OD. Big body only. |