Rising Thunder/Dauntless/Combos

From SuperCombo Wiki

1XX

Combo Position Damage Stun Difficulty Notes
(5L/2L * N) → S1.1 → (OD → S1.1) Anywhere ??? ??? Very easy Up to 4 jabs possible
[(5L/2L * N) → S1.1 → KA6] * N → (OD → S1.1) Anywhere ??? ??? Very easy Meter dump, can get 4 jabs per rep. Not recommended.
5M/2M → S1.1 → (OD → S1.1) Anywhere ??? ??? Very easy
jH → 2H → 5L → S1.1 → (OD → S1.1) Anywhere ??? ??? Very easy 2H into 5L is a link. Keeps them grounded if you want to confirm into OD.
(jH) → clMH → S1.1 Anywhere ??? ??? Very easy
(jH) → clMH → S3.2 → S1.1 Anywhere ??? ??? Very easy
(jH) → clMH → S3.1 → S1.1 Corner ??? ??? Very easy
6MH → S3.2 → S1.1 Anywhere ??? ??? Very easy
6MH → S3.1 → S1.1 Corner ??? ??? Very easy
(jH) → clMH → S3.1/S3.2 → [S2.2] → (2L) → 2H Corner ??? ??? Very easy Gives flipout oki
6MH → S3.1/S3.2 → [S2.2] → (2L) → crH Corner ??? ??? Very easy Gives flipout oki
(jH) → clMH → S3.1 → S2.1 → KA6 → clMH → S3.1 → fH Corner 337 ??? Medium Time the 2nd target combo to hit as high as possible.

22X

(Combo damage is using Revolving Hook where applicable)

S1.2 KA9 jH only works midscreen and after it you won't be able to combo into S3.2 as you go under them.

Combo Position Damage Stun Difficulty Notes
5L/2L → S2.2 Anywhere 126 190 Very easy Only jab confirm.
5M/2M → S1.2(1) → S3.1/S3.2 Anywhere 185 280 Very easy
5M/2M → S1.2 → KA9 → jH → clH → S1.2 → S3.1 Midscreen 295 482 Very easy
S2.2 → KA9 → jH → clH → S1.2 → S3.1 Midscreen 206 328 Very easy DP starter adds extra scaling.
5M/2M → S1.2 → KA9 → jH → clH → S1.2 → [S3.2] → (2L) → 2H Midscreen 266 453 Medium 3.2 whiffs so have to hold it and take the extension. Sideswitches. Gives flipout oki, though they're far away.
6MH/clTC → S1.2(1) → S3.1 Midscreen 207 280 Very easy
6MH/clTC → S3.2 → S1.2 Midscreen 226 315 Very easy
6MH/clTC → S1.2(1) → S3.1/S3.2 → [S2.2] → (2L) → 2H Corner 274 384 Easy
6MH/clTC → S3.1/S3.2 → [S2.2] → S1.2 → 2M Corner 305 428 Medium 2L is recommended at the end.
jH → clH → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → KA6 → S1.2(1) → S3.1 → [S2.2] Midscreen 455 765 Very Hard Big body only. S1.2 moves faster than dashing do try to get it going as soon as possible after the dash and let it rock to catch up.
Throw → KA6 → clH → S1.2 → dl fTC Midscreen 210 328 Easy Delay the target combo.
Throw → KA6 → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → 2H Corner 259 392 Very Easy Gives flipout oki.
5M/2M → S1.2(1) → S3.1/S3.2 → [S2.2] → S1.2 → 2M Corner 294 433 Medium Gives flipout oki.
5M/2M → S1.2 → KA6 → clH → S1.2 → S3.1/S3.2 → [S2.2] → 2H Corner 331 523 Very easy 1 bar combo. Gives flipout oki.
5M/2M → S1.2(1) → S3.1/S3.2 → [S2.2] → KA6 → dl clH → S1.2(1) → S3.1/S3.2 → [S2.2] Corner 371 548 Medium
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → S1.2 → 2M Corner 362 625 Medium Gives flipout oki.
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → dl OD Corner 380 552 Medium Try to do OD as late as possible to get all the hits.
jH → clH → S1.2(1) → S3.1/S3.2 → [S2.2] → KA6 → dl clH → S1.2(1) → S3.1/S3.2 → [S2.2] → (KA6 → dl OD) Corner 439(505) 740 Medium The big juice. Delay the clH after KA as much as you can to let S2.2 come off cooldown.
(jH) → fH → OD → S1.2 → S3.1/S3.2 Anywhere 435 437 Easy Max damage post stun. Do 2H instead of fH if you have trouble getting the spacing.
fH → OD → 3.1 → [S2.2] → KA6 → S3.1 → KA6 → 2.2 Corner 550 493 Very hard The holy grail. Buffer the dash during the last part of OD. Big body only.