Rising Thunder/Dauntless/Strategy: Difference between revisions

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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.  
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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