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, = 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
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
Far more practical than the combo above when landing a close TC.
Aim to hit the s2.2 as low as possible to stall for 3.1 cooldown.
If the cl.H is done too early the s1.1 will not connect.
Hold s1.1 as long as possible for max corner carry.
The corner carry Dauntless has access to from throw is extremely strong, this is a very good way of spending a bar despite the mediocre damage.
Need to be relatively close for the s2.2 to be in range to combo.
At max range s3.2 can whiff after target combo, if it looks like that might happen, cancel straight into s1.1.
Most of the time the first combo is the throw combo you will want to do midscreen. The corner carry will almost always take you to the corner.
The second combo is only useful if you need a little bit more damage to kill.
Need to delay the cl.H to avoid the accidental cross under.
Can subsitute the first s2 with s1 if on cooldown / out of range.
Fist combo is gives you better oki, second combo is more damage.
Can subsitute the first s2 with s1 if on cooldown / out of range.
Have to walk back to get far.H, can also end with cr.H and lose 1 damage for more plus frames.
The second target combo should hit as high as possible.
Delay the s2.2 release and cl.H as much as possible.
Delay the s2.2 release and cl.H as much as possible.