< Rising Thunder | Dauntless
(Created page with "=== Loadout === S1.1 / S1.2") |
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=== Loadout === | === Loadout === | ||
S1.1 / S1.2 | 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 | |||
| S2.2 | |||
}} |
Revision as of 11:54, 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
| S2.2
}}