< Rising Thunder | Dauntless
Line 2: | Line 2: | ||
S1.1 / S1.2 - rushing punches that can be held for a charge, armored dash before the move automatically starts. | S1.1 / S1.2 - rushing punches that can be held for a charge, armored dash before the move automatically starts. | ||
| S1.1= | | S1.1= | ||
* Easier to converts - very consistently combo from lights. | * Easier to converts - very consistently combo from lights. | ||
Line 16: | Line 16: | ||
S2.1 / S2.2 - Dauntless' DP. Stays grounded the whole time, but still very unsafe on block. | S2.1 / S2.2 - Dauntless' DP. Stays grounded the whole time, but still very unsafe on block. | ||
| 2.1 | | 2.1 | ||
| S2.2 | | 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