Rising Thunder/Dauntless/Combos

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< Rising Thunder‎ | Dauntless
Revision as of 07:07, 22 December 2024 by Bobzilla (talk | contribs)

Combo Notation Guide


, = link into the following move
xx = cancel into the following move
= chain/target combo
cl. = close
st./far. = far
cr. = crouching
nj. = neutral jumping
j. = directional jump
sX.Y = special X where Y is the variant
OD = Overdrive/Super
[x] = hold input
(xyz)*N = sequence xyz is repeatable
(x) = x move is optional
KA"X" = kinetic Advance cancel in X direction
KD = kinetic Deflect
fly. = move done out of flying


Bnbs

0 bar

Midscreen
Jab confirm


light → light → light xx s1.1
Crouch medium


cr.M xx s1.1
Any target Combo


(cl.M → H) / (6M → H) xx s3.2 xx s1.1

Crouch medium


cr.M xx s1.2*1hit xx s3.2
Any target combo


(cl.M → H) / (6M → H) xx s3.2 xx s1.2

Crouch medium


cr.M xx s1.2*1hit xx s3.1
Any target combo


(cl.M → H) / (6M → H) xx s1.2*1hit xx s3.1
Corner
Any target combo


(cl.M → H) / (6M → H) xx s3.1 xx [s2.2], (walk) cr.L, st.L, cr.H

Overhead target combo


6M → H xx s3.1 xx [s2.2], (walk), cl.H xx s1.2*1hit xx s3.1

Also possible from regular TC, though very hard and requires point blank.
From overhead TC this combo is not too hard just tricky. Delay the s2.2 to hit late, and hit the cl.H as late as possible. This will grant you enough time for s3.1 to come off cooldown

cl.M target combo


cl.M → H xx s3.1 xx [s2.2], cr.M xx s1.2

Far more practical than the combo above when landing a close TC.

button → s1


cr.M xx s1.2*1hit xx s3.1 xx [s2.2], (walk) cl.H xx s1.2*1hit xx s3.1

Aim to hit the s2.2 as low as possible to stall for 3.1 cooldown.

Any target combo


(cl.M → H) / (6M → H) xx s3.2 xx [s2.2], (delay) cl.H xx s1.1

If the cl.H is done too early the s1.1 will not connect.

Any target combo


(cl.M → H) / (6M → H) xx s3.2 xx [s2.2], cl.H xx s1.2
button → s1


cr.M xx s1.2*1hit xx s3.2 xx [s2.2], cl.H xx s1.2

1 bar

Midscreen
Throw


throw xx KA6, cl.M → H xx s3.2 xx s1.1

Hold s1.1 as long as possible for max corner carry.
The corner carry Dauntless has access to from throw is extremely strong, this is a very good way of spending a bar despite the mediocre damage.

Punish combo


...cl.H xx s2.2 xx KA9, j.H, cl.M → H xx s3.2 xx s1.1

Need to be relatively close for the s2.2 to be in range to combo.
At max range s3.2 can whiff after target combo, if it looks like that might happen, cancel straight into s1.1.

Throw (corner carry)


throw xx KA6, cl.M → H xx s3.2 xx s1.2

Most of the time this is the throw combo you will want to do midscreen. The corner carry will almost always take you to the corner.

Throw (damage)


throw xx KA6, cl.H xx s1.2, st.M → H

Not very useful unless you need a bit more damage to kill.

Target combo extension


(cl.M → H) / (6M → H) xx s3.2 xx s1.2 xx KA6, (delay) cl.H xx s1.2*1hit xx s3.2

Need to delay the cl.H to avoid the accidental cross under.

Jump-in/Punish 1 bar


(j.H,) cl.H xx s2.2 xx KA9, j.H, cl.M → H xx s3.2 xx s1.2

Can subsitute the first s2 with s1 if on cooldown / out of range.