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Normals
cl.L
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
close s.L | 30 | Mid | 50 | Spc/OD/KA | 5 | 2 | 6 | 13 | 7 | 5 | - |
Very useful, as its Dauntless' fastest normal, and one of her few plus on block moves, and very much so. cancelable into Light attacks | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
close s.L (alt) | 30 | Mid | 50 | Spc/OD/KA | 5 | 2 | 6 | 13 | 7 | 5 | - |
cancelable into Light attacks |
cl.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | Mid | 75 | Spc/OD/KA | 7 | 3 | 16 | 26 | 0 | -3 | - |
Strong punish tool and frametrap tool, leads into a unique autocombo when cancelled into H. Leads to big damage in the corner, and great conversion midscreen |
cl.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | Mid | 200 | Spc/OD/KA | 9 | 4 | 21 | 34 | -2 | -6 | - |
Optimal normal for punishing DPs. Leads to very good damage, as well as being a useful filler. sadly not much use otherwise |
f.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Mid (Whiffs crouching) | 50 | Spc/OD/KA | 5 | 2 | 7 | 14 | 6 | 4 | - |
Notable speed, range, and advantage on block, tho it whiffs on crouchers. It has potential as an anti air against delayed jump ins. weak to no conversions. cancelable into Light attacks |
f.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | Mid | 100 | Spc/OD/KA | 7 | 3 | 17 | 27 | -1 | -4 | - |
Good reach, and converts into good damage from a good distance if near the corner. |
f.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
110 | Mid | 200 | OD/KA | 10 | 4 | 22 | 36 | -3 | -7 | - |
Long reaching normal that deals a lot of damage. Should be spaced because it is punishable on block, and has long recovery. Great tool for long range punishes, and if you have OD available |
cr.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
30 | Low | 50 | Spc/OD/KA | 6 | 2 | 8 | 16 | 5 | 3 | - |
Very fast low with good reach, and also one of Dauntless' only plus on block normals. key for pressure and important combo starter. cancelable into Light attacks |
cr.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
65 | Low | 100 | Spc/OD/KA | 7 | 3 | 14 | 24 | 2 | -1 | - |
Long reach, quite fast low that converts consistently, better frame data then f.m, and approximately the same range. low reward if without KA midscreen |
cr.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
105 | Mid | 200 | OD/KA | 8 | 4 | 13 | 25 | 6 | 2 | - |
Great anti air normal, thats surprisngly fast and has amazing vertical reach. forces stand. can actually link a f.l on hit |
dj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 6 | 15 | - | - | - | - | - |
dj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 7 | 10 | - | - | - | - | - |
Strong jump in due to very good active frames and great horizontal reach |
dj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 8 | 7 | - | - | - | - | - |
Deep hitting jump in, great for punishes |
nj.L
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55 | High | 50 | Special | 5 | 15 | - | - | - | - | - |
nj.M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | High | 100 | None | 6 | 10 | - | - | - | - | - |
nj.H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 7 | 7 | - | - | - | - | - |
6M
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
60 | High | 75 | OD/KA | 21 | 4 | 18 | 43 | -3 | -6 | - |
Fairly useful overhead, as it leads to consistent, good damage on hit, and can be made safe-ish on block. Cancelable into cl.M and cl.H |
j.2H
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100 | High | 200 | None | 8 | 7 | - | - | - | - | - |
crossup air attack |
Target Combos
cl.TC
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
75 | Mid | 100 | Spc/OD/KA | 6 | 4 | 30 | 40 | knockback | -15 | - |
f.TC
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
85 | Mid | 150 | KnAdv | 8 | 4 | 25 | 37 | backslide | -10 | - |
Throws
Forward Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
10+10+10+20+50 | Unblk | 0+0+0+50+0 | KnAdv | 5 | 3 | 27 | 35 | - | - | - |
Can use KA to convert into a decent combo, especially in the corner |
Back Throw
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
50+75 | Unblk | 0+150 | None | 5 | 3 | 27 | 35 | - | - | - |
Specials
S1.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Cold Drill Rush | - | - | - | None | 8 | - | - | 40 | - | - | - |
cancels into Cold Drill Punch from frames 9-40; armored (1 hit) from frames 9-40 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Cold Drill Punch | 30 | Mid | 50 | OD/KA | 5 | 4 | 19 | 28 | - | -7 | - |
Is much easier to convert into then S1.2, but its also much less rewarding on hit, since it keeps opponents standing on the ground and flips on air hit, therefore its hard to use it as a combo filler, more as a combo ender. cancels into Cold Drill Blast from frames 6-11 on clean hit; cancelable into S3 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Cold Drill Blast | 60 | Mid | 100 | OD/KA | 5 | 3 | 21 | 29 | 2 | - | - |
S1.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Diesel Strike Rush | - | - | - | None | 8 | - | - | 40 | - | - | - |
cancels into Diesel Strike Punch from frames 9-40; armored (1 hit) from frames 9-40. The armor comes quite late, but might have some uses given the matchup. otherwise you wont have good reasons to just not do the uncharged versions | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Diesel Strike Punch | 55! | Mid | 75! | OD/KA | 7 | 4 | 17 | 28 | launch | -5 | - |
Important combo filler since it juggles the opponent and cancels into S3.x, with notable synergy with s3.2. also not very punishable on block. cancels into Diesel Strike Blast from frames 8-13 on clean hit. | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Diesel Strike Blast | 60! | Mid | 100! | OD/KA | 6 | 3 | 29 | 38 | launch | - | - |
Mostly used at the end of combos to lead into flipout oki in the corner. otherwise not worth |
jS1.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Aerial Cold Chisel Rush | - | - | - | None | 8 | - | - | 20 | - | - | - |
cancels into Aerial Cold Chisel Punch from frames 9-20; armored (1 hit) from frames 9-20 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Aerial Cold Chisel Punch | 30 | Mid | 50 | None | 7 | 4 | - | - | - | - | - |
Can be used to confirm on some air to air hits, but its not too useful still. cancels into Aerial Cold Chisel Blast from frames 6-11 on clean hit; can attack/block after 8 landing frames, and walk after 10 frames | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Aerial Cold Chisel Blast | 60 | Mid | 100 | None | 5 | 3 | - | - | slam | - | - |
can attack/block after 8 landing frames, and walk after 10 frames |
S2.1
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
55+55 | Mid | 75+100 | OD/KA | 8 | 2 (8) 3 | 47 | 68 | launch | -34 | - |
Invincible on startup, can convert into longer combos with KA9. The better dp, due to faster startup and easier confirmability - but you're sacrificing on big corner damage. Applies 50% damage/dizzy/meter reduction as combo starter. Very unsafe on block, so use it carefully. |
S2.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Piston Tremor Charge | - | - | - | None | 8 | - | - | 60 | - | - | - |
Decent dp but not that reliable. chargeable until frame 60; transitions into Charged Piston Tremor after frame 25 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Quick Piston Tremor | 120 | Mid | 175 | OD/KA | 4 | 4 | 34 | 42 | launch | -22 | - |
inherits leftover invincibility frames from Piston Tremor Charge; applies 50% damage/dizzy/meter reduction as combo starter | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Charged Piston Tremor | 140! | Mid | 200! | OD/KA | 4 | 4 | 34 | 42 | spinlaunch | -20 | - |
The Sauce of your corner combos. Given the right loadout and combo, you can use this to chunk a big amount of damage and allow for a lot more followups, because it launches opponents so high. the real reason you'll be using this special |
S3.1
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Revolving Hook | 0 | - | 0 | None | 15 | - | - | 25 | - | - | - |
Invul on startup and makes Dauntless fall back quickly, so it can be used to dodge al lot of moves in neutral, albeit with notable risk. transitions into Revolving Hook Attack exactly after frame 15 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Revolving Hook Attack | 135! | Mid | 200! | Spc/OD/KA | 10 | 4 | 27 | 41 | twist | -13 | - |
Followup hit to the backdash, it deals very good damage, and knocks the opponent away, which offers great corner carry. Strong combo ender but not more than that, due to being slow to startup and significantly punishable |
S3.2
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|---|
Vandal Hook | 0 | - | 0 | None | 15 | - | - | 21 | - | - | - |
Forward command dash, in contrast to S3.1. Has some invul frames at the beginning. Has some niche use for pressure resets, but its risky. transitions into Vandal Hook Attack exactly after frame 15 | |||||||||||
Version | Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
Vandal Hook Attack | 100! | Mid (Whiffs crouching) | 150! | Spc/OD/KA | 10 | 4 | 30 | 44 | twist | -16 | - |
good combo ender and filler, but it both deals less damage/stun then S3.1, and whiffs on crouchings. Main advantage is that by nature of its routes it allows for more corner carry, and it can still special cancel. |
OD
Damage | Guard | Stun | Cancel | Startup | Active | Recovery | Total | Adv Hit | Adv Block | Cooldown |
---|---|---|---|---|---|---|---|---|---|---|
100!+200! | Mid | 0 | None | 5+5+5 | 10 | 62 | 87 | launch | -45 | - |
. Most notable for its long reach - can convert off of top range f.h! 1st hit resets juggle count to 1, if used during a juggle combo, so you can combo after it to deal even more damage at the end of combos/confirms. Sadly, it doesn't lead to the cinematic and instead only deals 100 damage in juggles, so its not nearly as ideal when used in the middle of combos. |