Line 125: | Line 125: | ||
|advHit=-1 | |advHit=-1 | ||
|advBlock=-4 | |advBlock=-4 | ||
|description= Good reach, and converts into good damage | |description= Good reach, and converts into good damage from a good distance if near the corner. | ||
}} | }} | ||
}} | }} |
Revision as of 09:06, 17 February 2022
Normals
cl.L
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
close s.L | 30 | Mid | 50 | Spc/OD/KA | 5 | 2 | 6 | 13 | 7 | 5 | - |
Very useful, as its Dauntless' fastest normal, and one of her few plus on block moves, and very much so. cancelable into Light attacks | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
close s.L (alt) | 30 | Mid | 50 | Spc/OD/KA | 5 | 2 | 6 | 13 | 7 | 5 | - |
cancelable into Light attacks |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | Mid | 75 | Spc/OD/KA | 7 | 3 | 16 | 26 | 0 | -3 | - |
Strong punish tool and frametrap tool, leads into a unique autocombo when cancelled into H. Leads to big damage in the corner, and great conversion midscreen |
cl.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | Spc/OD/KA | 9 | 4 | 21 | 34 | -2 | -6 | - |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 7 | 14 | 6 | 4 | - |
Notable speed, range, and advantage on block, tho it whiffs on crouchers. It has potential as an anti air against delayed jump ins. no reliable conversion. cancelable into Light attacks |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | Mid | 100 | Spc/OD/KA | 7 | 3 | 17 | 27 | -1 | -4 | - |
Good reach, and converts into good damage from a good distance if near the corner. |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | OD/KA | 10 | 4 | 22 | 36 | -3 | -7 | - |
Long reaching normal that deals a lot of damage. Should be spaced because it is punishable on block, and has long recovery |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Low | 50 | Spc/OD/KA | 6 | 2 | 8 | 16 | 5 | 3 | - |
Very fast low with good reach, and also one of Dauntless' only plus on block normals. key for pressure and important combo startercancelable into Light attacks |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Low | 100 | Spc/OD/KA | 7 | 3 | 14 | 24 | 2 | -1 | - |
Long reach, quite fast low that converts consistently, although to not a lot of damage without KA. |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Mid | 200 | OD/KA | 8 | 4 | 13 | 25 | 6 | 2 | - |
forces stand |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
Strong jump in due to very good active frames and great horizontal reach |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 8 | 7 | - | - | - | - | - |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 5 | 15 | - | - | - | - | - |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 6 | 10 | - | - | - | - | - |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 7 | - | - | - | - | - |
F+M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | High | 75 | OD/KA | 21 | 4 | 18 | 43 | -3 | -6 | - |
Fairly useful overhead, as it leads to consistent, good damage on hit, and can be made safe-ish on block. Cancelable into cl.M and cl.H |
j.D+H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 8 | 7 | - | - | - | - | - |
crossup air attack |
Target Combos
cl.TC
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | Spc/OD/KA | 6 | 4 | 30 | 40 | knockback | -15 | - |
f.TC
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | Mid | 150 | KnAdv | 8 | 4 | 25 | 37 | backslide | -10 | - |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
10+10+10+20+50 | Unblk | 0+0+0+50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Can use KA to convert into a decrnt combo, especially in the corner |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50+75 | Unblk | 0+150 | None | 5 | 3 | 27 | 35 | - | - | - |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Cold Drill Rush | - | - | - | None | 8 | - | - | 40 | - | - | - |
cancels into Cold Drill Punch from frames 9-40; armored (1 hit) from frames 9-40 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Cold Drill Punch | 30 | Mid | 50 | OD/KA | 5 | 4 | 19 | 28 | - | -7 | - |
cancels into Cold Drill Blast from frames 6-11 on clean hit; cancelable into S3 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Cold Drill Blast | 60 | Mid | 100 | OD/KA | 5 | 3 | 21 | 29 | 2 | - | - |
S1.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Diesel Strike Rush | - | - | - | None | 8 | - | - | 40 | - | - | - |
cancels into Diesel Strike Punch from frames 9-40; armored (1 hit) from frames 9-40 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Diesel Strike Punch | 55! | Mid | 75! | OD/KA | 7 | 4 | 17 | 28 | launch | -5 | - |
Good combo filler since it juggles the opponent and cancels into S3.x, allows for some extensions. also not very punishable on block, tho not armored like S1.1. cancels into Diesel Strike Blast from frames 8-13 on clean hit. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Diesel Strike Blast | 60! | Mid | 100! | OD/KA | 6 | 3 | 29 | 38 | launch | - | - |
jS1.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Aerial Cold Chisel Rush | - | - | - | None | 8 | - | - | 20 | - | - | - |
cancels into Aerial Cold Chisel Punch from frames 9-20; armored (1 hit) from frames 9-20 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Aerial Cold Chisel Punch | 30 | Mid | 50 | None | 7 | 4 | - | - | - | - | - |
cancels into Aerial Cold Chisel Blast from frames 6-11 on clean hit; can attack/block after 8 landing frames, and walk after 10 frames | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Aerial Cold Chisel Blast | 60 | Mid | 100 | None | 5 | 3 | - | - | slam | - | - |
can attack/block after 8 landing frames, and walk after 10 frames |
S2.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55+55 | Mid | 75+100 | OD/KA | 8 | 2 (8) 3 | 47 | 68 | launch | -34 | - |
Invinsible on startup, can convert into longer combos with KA9. Applies 50% damage/dizzy/meter reduction as combo starter. Very unsafe on block, so use it carefully. |
S2.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Piston Tremor Charge | - | - | - | None | 8 | - | - | 60 | - | - | - |
chargeable until frame 60; transitions into Charged Piston Tremor after frame 25 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Piston Tremor | 120 | Mid | 175 | OD/KA | 4 | 4 | 34 | 42 | launch | -22 | - |
inherits leftover invincibility frames from Piston Tremor Charge; applies 50% damage/dizzy/meter reduction as combo starter | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Piston Tremor | 140! | Mid | 200! | OD/KA | 4 | 4 | 34 | 42 | spinlaunch | -20 | - |
S3.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Revolving Hook | 0 | - | 0 | None | 15 | - | - | 25 | - | - | - |
Invul on startup and makes Dauntless fall back quickly, so it can be used to dodge al lot of moves in neutral, albeit with notable risk. transitions into Revolving Hook Attack exactly after frame 15 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Revolving Hook Attack | 135! | Mid | 200! | Spc/OD/KA | 10 | 4 | 27 | 41 | twist | -13 | - |
Followup hit to the backsash, it deals very good damage, and knocks the opponent away, which offers great corner carry. Strong combo ender but not more then that, due to being slow to startup and significantly punishable |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Vandal Hook | 0 | - | 0 | None | 15 | - | - | 21 | - | - | - |
transitions into Vandal Hook Attack exactly after frame 15 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Vandal Hook Attack | 100! | Mid (Whiffs crouching) | 150! | Spc/OD/KA | 10 | 4 | 30 | 44 | twist | -16 | - |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100!+200! | Mid | 0 | None | 5+5+5 | 10 | 62 | 87 | launch | -45 | - |
. very strong because of its very long reach - can convert off of top range f.h! 1st hit resets juggle count to 1, if used during a juggle combo, so you can combo after it to deal even more damage at the end of combos/confirms. |
Other
Forward Dash
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Forward Dash | - | - | - | None | - | - | - | 19 | - | - | - |
transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 17f in both cases | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run | - | - | - | Any | - | - | - | - | - | - | - |
cancelable into attack or jump; transitions into forward run stop | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Forward Run Stop | - | - | - | Any | - | - | - | 10 | - | - | - |
cancelable into attack or jump; all actions enabled after 10 frames |
Back Dash
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
- | - | - | None | - | - | - | 29 | - | - | - |