Rising Thunder/Dauntless/Data

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Normals

cl.L

close s.L
Dauntless cl.L.png
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

close s.M
Dauntless cl.M.png
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

close s.H
Dauntless cl.H.png
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

far s.L
Dauntless f.L.png
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

far s.M
Dauntless f.M.png
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

far s.H
Dauntless f.H.png
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

cr.L
Dauntless cr.L.png
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

cr.M
Dauntless cr.M.png
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

cr.H
Dauntless cr.H.png
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

diagonal j.L
Dauntless dj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55 High 50 Special 6 15 - - - - -

dj.M

diagonal j.M
Dauntless dj.M.png
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

diagonal j.H
Dauntless dj.H.png
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

neutral j.L
Dauntless nj.L.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
55 High 50 Special 5 15 - - - - -

nj.M

neutral j.M
Dauntless nj.M.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
85 High 100 None 6 10 - - - - -

nj.H

neutral j.H
Dauntless nj.H.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
100 High 200 None 7 7 - - - - -


F+M

F+M
Dauntless F+M.png
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.D+H

j.D+H
Dauntless j.D+H.png
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

cl.M / F+M → H
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

Forward Throw
Dauntless Forward Throw.png
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

Back Throw
Dauntless Back Throw.png
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

Cold Drill Rush
Dauntless S1.1.png
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

Diesel Strike Rush
Dauntless S1.2.png
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

Aerial Cold Chisel Rush
Dauntless jS1.1.png
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

Dust Breaker
Dauntless S2.1.png
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

Piston Tremor Charge
Dauntless S2.2.png
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

Revolving Hook
Dauntless S3.1.png
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

Vandal Hook
Dauntless S3.2.png
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

Beatdown
Dauntless OD.png
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.


Other

Forward Dash

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Dash - - - None - - - 19 - - -

transitions into forward run after 15f if holding Fwd; cancelable into any attack or jump (but not walk/block) after 17f in both cases

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Run - - - Any - - - - - - -

cancelable into attack or jump; transitions into forward run stop

Version Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
Forward Run Stop - - - Any - - - 10 - - -

cancelable into attack or jump; all actions enabled after 10 frames

Back Dash

Back Dash
Dauntless Back Dash.png
Damage Guard Stun Cancel Startup Active Recovery Total Adv Hit Adv Block Cooldown
- - - None - - - 29 - - -