Rising Thunder/Dauntless/Strategy

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Loadout

S1.1 / S1.2 - rushing punches that can be held for a charge, armored dash before the move automatically starts.

| S1.1= + Faster, easier to combo - very consistently converts from lights. + Easy tool that combos into OD + flips on air hit, so can provides flipout oki midscreen... - but notably limits conversions otherwise - lower damage | S1.2= + Launches on hit, allows for followup juggles. Strong combo tool. + deals more damage. + safer on block. - Whiffs on crouchers - slower, doesn't convert from lights.


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 - less damage and stun - less invul frames - -34 on block, compared to S1.2's -22

| S2.2 - one hit + can be charged, up until a point where it gets a notable boost in damage, and flips opponents very high + Key to bumping Dauntless' corner damage + more invul frames


S3.1 / S3.2 - heavy hitting special that followups a command dash with invul frames. Hold the button to only do the dash


| S3.1 + 1f invul command backdash, which is also 13f faster then the normal one. Moves vert fast very far. + Much more damage and stun + Pushes opponents very far on hit, allows for big corner carry + Great combo filler in the corner - hard to combo into without S1.2

| S3.2 + Quick, good reaching command forward dash. + As a special, it can be used to get back in during pressure, using its good invul frames to punish mashing + Allows for several ambigiuous left/right resets during combos - frame 4 invul - while it can be used ot get closer during pressure, you're not going to be plus/leave a gap that can be punished - whiffs on crouchers