Rising Thunder/Dauntless/Combos

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< Rising Thunder‎ | Dauntless
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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
Target combo


(cl.M → H) / (6M → H) xx s3.2 xx s1.1

Crouch medium


cr.M xx s1.2*1hit xx s3.2
Target combo


(cl.M → H) / (6M → H) xx s3.2 xx s1.2

Crouch medium


cr.M xx s1.2*1hit xx s3.1
Target combo


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


Corner
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.

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.

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


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

Most of the time the first combo is the throw combo you will want to do midscreen. The corner carry will almost always take you to the corner.
The second combo is only useful if you need a little 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


(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.

Crouch medium


cr.M xx s1.2*2hits xx KA9 j.H, cl.M → H xx s3.2 xx s1.2 /
cr.M xx s1.2*2hits xx KA9 j.H, cl.H xx s1.2*2hits, far.H

Fist combo is gives you better oki, second combo is more damage.

Throw


throw xx KA6, cl.H xx s1.2, st.M → H
Target combo extension


(cl.M → H) / (6M → H) xx s1.2 xx KA9, j.H, cl.H xx s1.2*1hit xx s3.1
Jump-in/Punish


(j.H), cl.H xx s2.2 xx KA9, j.H, cl.M → H xx s1.2*1hit xx s3.1

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

Crouch Medium


cr.M xx s1.2 xx KA9, j.H, cl.M → H xx s1.2*1hit xx s3.1


Corner
Throw


throw xx KA6, cl.M → H xx s3.1 xx [s2.2], far.H
Target combo


(cl.M → H) / (6M → H) xx s3.1 xx [s2.2] xx KA6, cl.M → H xx s3.1, far.H
Jump-in/punish


(j.H), cl.H xx s2.2 xx KA6, cl.M → H xx s3.1, cl.H xx s2.2

Throw


throw xx KA6, cl.H xx s1.2*1hit xx s3.1 xx [s2.2], far.H

Have to walk back to get far.H, can also end with cr.H and lose 1 damage for more plus frames.

Target combo


(cl.M → H) / (6M → H) xx s3.1 xx [s2.2] xx KA6, cl.H xx s1.2*1hit xx s3.1 xx [s2.2]
Jump-in/punish


(j.H), cl.H xx s1.2*1hit xx s3.1 xx [s2.2] xx KA, cl.H xx s1.2*1hit xx s3.1 xx [s2.2]

Throw


throw xx KA6, cl.M → H xx s3.2 xx [s2.2], far.H
Target comboThis is also your punish


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

The second target combo should hit as high as possible.

Throw


throw xx KA6, cl.H xx s1.2*1hit xx s3.2 xx [s2.2], st.H
Target combo


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

Delay the s2.2 release and cl.H as much as possible.

Jump-in/Punish


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

Delay the s2.2 release and cl.H as much as possible.