Rising Thunder/Dauntless/Combos

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< Rising Thunder‎ | Dauntless
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1XX

Combo Position Damage Stun Difficulty Notes
(5L/2L * N) → S1.1 → (OD → S1.1) Anywhere ??? ??? Very easy Up to 4 jabs possible
[(5L/2L * N) → S1.1 → KA6] * N → (OD → S1.1) Anywhere ??? ??? Very easy Meter dump, can get 4 jabs per rep. Not recommended.
5M/2M → S1.1 → (OD → S1.1) Anywhere ??? ??? Very easy
jH → 2H → 5L → S1.1 → (OD → S1.1) Anywhere ??? ??? Very easy 2H into 5L is a link. Keeps them grounded if you want to confirm into OD.
(jH) → clMH → S1.1 Anywhere ??? ??? Very easy
(jH) → clMH → S3.2 → S1.1 Anywhere ??? ??? Very easy
(jH) → clMH → S3.1 → S1.1 Corner ??? ??? Very easy
6MH → S3.2 → S1.1 Anywhere ??? ??? Very easy
6MH → S3.1 → S1.1 Corner ??? ??? Very easy
(jH) → clMH → S3.1 → S2.1 → KA6 → clMH → S3.1 → fH Corner 337 ??? Medium Time the 2nd target combo to hit as high as possible.