< 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/S3.2 → [S2.2] → (2L) → 2H | Corner | ??? | ??? | Very easy | Gives flipout oki |
6MH → S3.1/S3.2 → [S2.2] → (2L) → crH | Corner | ??? | ??? | Very easy | Gives flipout oki |
(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. |
22X
(Combo damage is using Revolving Hook where applicable)
Combo | Position | Damage | Stun | Difficulty | Notes |
---|---|---|---|---|---|
5L/2L → S2.2 | Anywhere | 126 | 190 | Very easy | Only jab confirm. |
5M/2M → S1.2(1) → S3.1/S3.2 | Anywhere | 185 | 280 | Very easy | |
5M/2M → S1.2 → KA9 → jH → clH → S1.2 → S3.1 | Midscreen | 295 | 482 | Very easy | |
S2.2 → KA9 → jH → clH → S1.2 → S3.1 | Midscreen | 206 | 328 | Very easy | DP starter adds extra scaling. |
5M/2M → S1.2 → KA9 → jH → clH → S1.2 → [S3.2] → (2L) → 2H | Midscreen | 266 | 453 | Medium | 3.2 whiffs so have to hold it and take the extension. Sideswitches. Gives flipout oki, though they're far away. |
6MH/clTC → S1.2(1) → S3.1 | Midscreen | 207 | 280 | Very easy | |
6MH/clTC → S3.2 → S1.2 | Midscreen | 226 | 315 | Very easy | |
6MH/clTC → S1.2(1) → S3.1/S3.2 → [S2.2] → (2L) → 2H | Midscreen | 274 | 384 | Easy | |
jH → clH → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → [S2.2] | Midscreen | 455 | 765 | 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. |
Throw → KA6 → clH → S1.2 → dl fTC | Midscreen | 210 | 328 | Easy | Delay the target combo. |
Throw → KA6 → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → 2H | Corner | 259 | 392 | Very Easy | Gives flipout oki. |
5M/2M → S1.2(1) → S3.1/S3.2 → [S2.2] → S1.2 → 2M | Corner | 294 | 433 | Medium | Gives flipout oki. |
5M/2M → S1.2 → KA6 → clH → S1.2 → S3.1/S3.2 → [S2.2] → 2H | Corner | 331 | 523 | Very easy | 1 bar combo. Gives flipout oki. |
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 | Medium | |
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → S1.2 → 2M | Corner | 362 | 625 | Medium | Gives flipout oki. |
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → dl OD | Corner | 380 | 552 | Medium | Try to do OD as late as possible to get all the hits. |
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 | Medium | The big juice. Delay the clH after KA as much as you can to let S2.2 come off cooldown. |
(jH) → fH → OD → S1.2 → S3.1/S3.2 | Anywhere | 435 | 437 | Easy | Max damage post stun. Do 2H instead of fH if you have trouble getting the spacing. |
fH → OD → 3.1 → [S2.2] → KA6 → S3.1 → KA6 → 2.2 | Corner | 550 | 493 | Very hard | The holy grail. Buffer the dash during the last part of OD. Big body only. |