< Rising Thunder | Dauntless
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. |