Rising Thunder/Dauntless/Combos: Difference between revisions

From SuperCombo Wiki
No edit summary
No edit summary
Line 1: Line 1:
<templatestyles src="clr/styles.css"/>
__NOTOC__
<div style="padding-top:26px;">
{{RTCE navtabs
{{RTCE navtabs
|name = Dauntless
|name = Dauntless
}}
}}
{{ComboNotation-RTCE}}
__FORCETOC__


</div>
===Bnbs===
 
====0 bar====
===1XX===
=====Midscreen=====
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
<tabber> 122 =
|-
{{TheoryBox
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
| Title      = Jab confirm
|-
| Oneliner  =  
| (5L/2L * N) → S1.1 → (OD → S1.1) || Anywhere || ??? || ??? || {{clr|6|Very easy}} || Up to 4 jabs possible
| Difficulty =  
|-
| Damage     =
| [(5L/2L * N) → S1.1 → KA6] * N (OD S1.1) || Anywhere || ??? || ??? || {{clr|6|Very easy}} || Meter dump, can get 4 jabs per rep. Not recommended.
| Meter      =
|-
| Anchor    =
| 5M/2M → S1.1 → (OD → S1.1) || Anywhere || ??? || ??? || {{clr|6|Very easy}} ||
| Youtube    =
|-
| Recipe    = light light light xx s1.1
| jH → 2H → 5L → S1.1 → (OD → S1.1) || Anywhere || ??? || ??? || {{clr|6|Very easy}} || 2H into 5L is a link. Keeps them grounded if you want to confirm into OD.
| content    =
|-
}}
| (jH) → clMH → S1.1 || Anywhere || ??? || ??? || {{clr|6|Very easy}} ||
{{TheoryBox
|-
| Title      = Crouch medium
| (jH) → clMH → S3.2 → S1.1 || Anywhere || ??? || ??? || {{clr|6|Very easy}} ||
| Oneliner  =
|-
| Difficulty =
| (jH) → clMH → S3.1 → S1.1 || Corner || ??? || ??? || {{clr|6|Very easy}} ||
| Damage    =
|-
| Meter     =
| 6MH → S3.2 → S1.1 || Anywhere || ??? || ??? || {{clr|6|Very easy}} ||
| Anchor    =
|-
| Youtube    =
| 6MH → S3.1 → S1.1 || Corner || ??? || ??? || {{clr|6|Very easy}} ||
| Recipe    = cr.M xx s1.1
|-
| content    =
| (jH) → clMH → S3.1/S3.2 → [S2.2] → (2L) → 2H || Corner || ??? || ??? || {{clr|6|Very easy}} || Gives flipout oki
}}
|-
{{TheoryBox
| 6MH → S3.1/S3.2 → [S2.2] → (2L) → crH || Corner || ??? || ??? || {{clr|6|Very easy}} || Gives flipout oki
| Title      = Target Combo
|-
| Oneliner  =
| (jH) → clMH → S3.1 → S2.1 → KA6 → clMH → S3.1 → fH || Corner || 337 || ??? || {{clr|7|Medium}} || Time the 2nd target combo to hit as high as possible.
| Difficulty =
|}
| Damage    =
 
| Meter      =
===22X===
| Anchor    =
(Combo damage is using Revolving Hook where applicable)
| Youtube    =
 
| Recipe    = (cl.M → H) / (6M H) xx s3.2 xx s1.1
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.
| content    =
{| class="wikitable sortable" border="1" style="margin: 1em auto 1em auto;text-align: center"
}}
|-
|-| 222 =
!  Combo !! Position !! Damage !! Stun !! Difficulty !! Notes
{{TheoryBox
|-
| Title      = Crouch medium
| 5L/2L → S2.2 || Anywhere || 126 || 190 || {{clr|6|Very easy}} || Only jab confirm.
| Oneliner  =
|-
| Difficulty =
| 5M/2M S1.2(1) → S3.1/S3.2 || Anywhere || 185 || 280 || {{clr|6|Very easy}} ||
| Damage    =
|-
| Meter      =
| 5M/2M → S1.2 → KA9 → jH → clH → S1.2 → S3.1 || Midscreen || 295 || 482 || {{clr|6|Very easy}} ||
| Anchor    =
|-
| Youtube    =
| S2.2 → KA9 → jH → clH → S1.2 → S3.1 || Midscreen || 206 || 328 || {{clr|6|Very easy}} || DP starter adds extra scaling.
| Recipe    = cr.M xx s1.2*1hit xx s3.2
|-
| content    =
| 5M/2M S1.2 → KA9 → jH → clH → S1.2 → [S3.2] (2L) → 2H || Midscreen || 266 || 453 || {{clr|7|Medium}} || 3.2 whiffs so have to hold it and take the extension. Sideswitches. Gives flipout oki, though they're far away.
}}
|-
{{TheoryBox
| 6MH/clTC → S1.2(1) → S3.1 || Midscreen || 207 || 280 || {{clr|6|Very easy}} ||
| Title      = Any target combo
|-
| Oneliner  =
| 6MH/clTC → S3.2 → S1.2 || Midscreen || 226 || 315 || {{clr|6|Very easy}} ||
| Difficulty =
|-
| Damage    =
| 6MH/clTC → S1.2(1) S3.1/S3.2 → [S2.2] → (2L) → 2H || Corner || 274 || 384 || {{clr|3|Easy}} ||
| Meter      =
|-
| Anchor    =
| 6MH/clTC S3.1/S3.2 → [S2.2] → S1.2 → 2M || Corner || 305 || 428 || {{clr|5|Medium}} || 2L is recommended at the end.
| Youtube    =
|-
| Recipe    = (cl.M → H) / (6M H) xx s3.2 xx s1.2
| jH → clH → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → [S2.2] || Midscreen || 455 || 765 || {{clr|4|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.
| content    =
|-
}}
| Throw → KA6 → clH → S1.2 → dl fTC || Midscreen || 210 || 328 || {{clr|3|Easy}} || Delay the target combo.
|-| 221 =
|-
{{TheoryBox
| Throw → KA6 → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → 2H || Corner || 259 || 392 || {{clr|6|Very Easy}} || Gives flipout oki.
| Title      = Crouch medium
|-
| Oneliner  =
| 5M/2M S1.2(1) → S3.1/S3.2 [S2.2] → S1.2 → 2M || Corner || 294 || 433 || {{clr|7|Medium}} || Gives flipout oki.
| Difficulty =
|-
| Damage    =
| 5M/2M → S1.2 → KA6 → clH → S1.2 → S3.1/S3.2 → [S2.2] → 2H || Corner || 331 || 523 || {{clr|6|Very easy}} || 1 bar combo. Gives flipout oki.
| Meter      =
|-
| Anchor    =
| 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 || {{clr|7|Medium}} ||  
| Youtube    =
|-
| Recipe    = cr.M xx s1.2*1hit xx s3.1
| jH clH S1.2(1) → S3.1/S3.2 [S2.2] → S1.2 → 2M || Corner || 362 || 625 || {{clr|7|Medium}} || Gives flipout oki.
| content    =
|-
}}
| jH clH → S1.2(1) → S3.1/S3.2 → [S2.2] → dl OD || Corner || 380 || 552 || {{clr|7|Medium}} || Try to do OD as late as possible to get all the hits.
{{TheoryBox
|-
| Title      = Any target combo
| 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 || {{clr|7|Medium}} || The big juice. Delay the clH after KA as much as you can to let S2.2 come off cooldown.
| Oneliner  =
|-
| Difficulty =
| (jH) → fH → OD → S1.2 → S3.1/S3.2 || Anywhere || 435 || 437 || {{clr|3|Easy}} || Max damage post stun. Do 2H instead of fH if you have trouble getting the spacing.
| Damage    =
|-
| Meter      =
| fH → OD → 3.1 → [S2.2] → KA6 → S3.1 → KA6 → 2.2  || Corner || 550 || 493 || {{clr|4|Very hard}} || The holy grail. Buffer the dash during the last part of OD. Big body only.
| Anchor    =
|}
| Youtube    =
| Recipe    = (cl.M → H) / (6M H) xx s1.2*1hit xx s3.1
| content    =
}}
</tabber>
=====Corner=====
<tabber> 121 =
{{TheoryBox
| Title      = Any target combo
| Oneliner  =  
| Difficulty =  
| Damage     =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (cl.M → H) / (6M H) xx s3.1 xx [s2.2], (walk) cr.L, st.L, cr.H
| content    =
}}
|-| 221 =
{{TheoryBox
| Title      = Overhead target combo
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = 6M H xx s3.1 xx [s2.2], (walk), cl.H xx s1.2*1hit xx s3.1
| content    = Also possible from regular TC, though very hard and requires point blank.<br>From overhead TC this combo is not too hard just tricky. Delay the s2.2 to hit late, and hit the cl.H as late as possible. This will grant you enough time for s3.1 to come off cooldown
}}
{{TheoryBox
| Title      = cl.M target combo
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cl.M H xx s3.1 xx [s2.2], cr.M xx s1.2
| content    = Far more practical than the combo above when landing a close TC.
}}
{{TheoryBox
| Title      = button s1
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cr.M xx s1.2*1hit xx s3.1 xx [s2.2], (walk) cl.H xx s1.2*1hit xx s3.1
| content    = Aim to hit the s2.2 as low as possible to stall for 3.1 cooldown.
}}
|-| 122 =
{{TheoryBox
| Title      = Any target combo
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (cl.M → H) / (6M H) xx s3.2 xx [s2.2], (delay) cl.H xx s1.1
| content    = If the cl.H is done too early the s1.1 will not connect.
}}
|-| 222 =
{{TheoryBox
| Title      = Any target combo
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = (cl.M H) / (6M H) xx s3.2 xx [s2.2], cl.H xx s1.2
| content    =
}}
{{TheoryBox
| Title      =  button s1
| Oneliner  =
| Difficulty =
| Damage    =
| Meter      =
| Anchor    =
| Youtube    =
| Recipe    = cr.M xx s1.2*1hit xx s3.2 xx [s2.2], cl.H xx s1.2
| content    =
}}
</tabber>
{{navbox-RTCE}}

Revision as of 06:17, 22 December 2024


Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying


Bnbs

0 bar

Midscreen
Jab confirm


light → light → light xx s1.1
Crouch medium


cr.M xx s1.1
Target Combo


(cl.M → H) / (6M → H) xx s3.2 xx s1.1

Crouch medium


cr.M xx s1.2*1hit xx s3.2
Any target combo


(cl.M → H) / (6M → H) xx s3.2 xx s1.2

Crouch medium


cr.M xx s1.2*1hit xx s3.1
Any target combo


(cl.M → H) / (6M → H) xx s1.2*1hit xx s3.1
Corner
Any target combo


(cl.M → H) / (6M → H) xx s3.1 xx [s2.2], (walk) cr.L, st.L, cr.H

Overhead target combo


6M → H xx s3.1 xx [s2.2], (walk), cl.H xx s1.2*1hit xx s3.1

Also possible from regular TC, though very hard and requires point blank.
From overhead TC this combo is not too hard just tricky. Delay the s2.2 to hit late, and hit the cl.H as late as possible. This will grant you enough time for s3.1 to come off cooldown

cl.M target combo


cl.M → H xx s3.1 xx [s2.2], cr.M xx s1.2

Far more practical than the combo above when landing a close TC.

button → s1


cr.M xx s1.2*1hit xx s3.1 xx [s2.2], (walk) cl.H xx s1.2*1hit xx s3.1

Aim to hit the s2.2 as low as possible to stall for 3.1 cooldown.

Any target combo


(cl.M → H) / (6M → H) xx s3.2 xx [s2.2], (delay) cl.H xx s1.1

If the cl.H is done too early the s1.1 will not connect.

Any target combo


(cl.M → H) / (6M → H) xx s3.2 xx [s2.2], cl.H xx s1.2
button → s1


cr.M xx s1.2*1hit xx s3.2 xx [s2.2], cl.H xx s1.2