Rising Thunder/Dauntless/Strategy

From SuperCombo Wiki

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

  • more range, harder to dodge
  • 2 hits, so easier to confirm on hit/block with KA
  • more damage in a vacuum

| S2.2

  • one hit
  • can be charged, up until a point where it gets a notable damage in damage, and flips opponents very high
  • Key to bumping Dauntless' corner damage