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 very 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 ambiguous left/right resets during combos
- frame 4 invul
- while it can be used to get closer during pressure, you're not going to be plus/leave a gap that can be punished
- whiffs on crouchers