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"Just tell me who to hit."

Dauntless - Samantha "Sam" Cooper
"Yep
"Yep."
Vital statistics
Position Unknown
Age Unknown
Status Unknown
Physical attributes
Height Unknown
Weight Unknown

Dauntless is one of the original six characters of Rising Thunder. Hailing from the United States of America (USA), this mech - piloted by Samantha "Sam" Cooper - is a rushdown-type character who emphasizes getting inside and staying inside an enemy's range with strong normals and movement-based specials. With the fighting style and motif of an infighting boxer, she commands a withering array of pilebunker-powered punches and is ultimately a relatively straightforward character; she is the only other character - alongside Chel - to carry an "Easy" difficulty rating.


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Biography[]

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Quotes[]

Note: Dauntless is the only character at the moment who exclusively speaks English

In-game quote When they say it
"Yyyep." Character Select
"Just tell me who to hit." Character Select
"Sign me up." Character Select
"Time to wreck shop." Character Select
"Buckle up." Character Select
"I'm gonna tear you up." Match Introduction
"*sigh*...Let's get this over with." Match Introduction
"Let's get to work." Overdrive - Beatdown
"Get up! Let's do that again!" Round Victory
"Hit the bricks, chump!" Round Victory
"Come on, get some!" Match Victory

Appearance[]

Dauntless has a very no-frills visual design, sporting the traditional red, white, and blue. The robot possesses an overall "boxy" design, with lots of rectangular shapes in her overall structure. The oversized fists are covered with special golden dusters, and the head itself has a golden helmet visor that can be manually flipped up or down for added protection. While not necessarily the tallest or largest mech, Dauntless has a solid and compact frame, lending to the image of an in-your-face fighter. This robot's relatively thin and exposed joints belie its biggest asset: powerful pilebunkers in each fist.

Personality[]

Dauntless' pilot, "Sam" Cooper, is a brusque individual who is frank and to-the-point in most things she says. If there's anything she seems to enjoy, it's a good fight, and she's always itching to get into battle. While she doesn't like wasting time and appears to be a woman of action, she tends to get fired up when she finally gets her "good fight" and wants to make the most of it.

Story[]

Stage[]

Theme Music[]

Moveset[]

Movement Options[]

Dauntless has an average-speed walk and a normal jump arc. Dauntless can dash a set distance either forward or backward with a double-tap in the desired direction, and holding forward after a forward dash allows her to run.

You can use Cold Drill in the air to change how you'll land, which can be useful for avoiding some attacks. Cold Drill also has armor when the ground version is held, which can be used to get past projectiles at medium range

Both of her Special 3 variations have invincible startup, and can be held to perform a feint.

Normal attacks[]

Performed on the ground

Input Description Frame Data Damage Stun Notes
Far Standing

Light (L)

Dauntless throws a jab. 30 50
Far Standing

Medium (M)

Dauntless throws a straight. 60 100
Far Standing

Heavy (H)

Dauntless hunches forward slightly and throws a long jab forward to the body. 110 200 This is one of her longest-range normals.
Close Standing

Light (cl.L)

Using three cl.L in a row does a special three-punch jab combo. 30 50
Close Standing

Medium (cl.M)

Dauntless throws a body blow with her back fist. 60 75
Close Standing

Heavy (cl.H)

Dauntless throws a standing front uppercut. 100 200
Crouching

Light (cr.L)

Dauntless throws a crouching jab. 30 50
Crouching

Medium (cr.M)

Dauntless throws a straight low across the ground towards the enemy's feet. 65 100 This is a decently long-reaching poke and arguably one of her best pokes.
Crouching

Heavy (cr.H)

Dauntless throws a crouching front uppercut that arcs just over her head. 105 200 Anti-air. Dauntless is the only character without a sweep on her cr.H.
Forward Standing

Medium (f+M)

Dauntless does a slight windup and throws a chopping punch down with her back fist. 60 75 Command overhead

Performed in the air (while jumping)

Input Description Frame Data Damage Stun Notes
Neutral Light (nj.L) Dauntless throws a horizontal front elbow. 55 50 Can be immediately followed by aerial Alpha special
Neutral Medium (nj.M) Dauntless throws a lunging horizontal straight. 85 100 Furthest horizontal reach, best for air-to-air encounters
Neutral Heavy (nj.H) Dauntless throws a heavy punch straight down. 100 200
Diagonal Light (jf/jb.L) Dauntless throws a horizontal jab. 55 50 Can be immediately followed by aerial Cold Drill (a.1)
Diagonal Medium (jf/jb.M) Dauntless throws a lunging horizontal straight. 85 100 Furthest horizontal reach, best for air-to-air encounters
Diagonal Heavy (jf/jb.H) Dauntless throws a strong punch at a downward angle. 100 200 Best for air-to-ground encounters
Down Heavy (j.d+H) Dauntless turns around midair and throws a heavy punch straight down. 100 200 Universal crossup

Target Combos (Scaling is not accounted for)[]

Input Description Frame Data Damage Stun Notes
f+M > H Dauntless throws her chopping overhead and leads into a standing front uppercut, knocking the enemy off their feet. 60/75 75/100 Launches opponent, cancelable
far M > H Dauntless does a one-two combo with a back body blow into an extended jab to the jaw, sending the enemy skidding away. 60/85 100/150 Causes sliding knockdown
cl.M > H Dauntless does a close-quarters one-two combo with a back body blow into a standing front uppercut, knocking the enemy off their feet. 60/80 75/100 Launches opponent, cancelable

Specials[]

Alpha (a)

Name Input Description Frame Data Damage Stun Notes
Cold Drill a.1 Dauntless launches forward with a pilebunker-charged punch. Holding the button lets her charge further across the screen and provides a stack of super armor. 30/60(90) 50/100(150) Safe on block against most attacks; can be used in the air; automatically resets a juggled opponent; can be cancelled into Overdrive
Diesel Strike a.2 Dauntless charges forward with a pilebunker-charged double punch that launches the enemy. Holding the button lets her charge further across the screen and provides a stack of super armor. 55/45(100) 75/75(100) Launches the opponent, knocks down; can be used in the air; whiffs against crouching target; can be cancelled after the first hit

Beta (B)

Name Input Descripton Frame Data Damage Stun Notes
Dust Breaker B.1 Dauntless pounds the ground in front of her with both fists, one after the other. 55/55(110) 75/100(175) Invincibility on startup; launches the opponent; decent anti-air/anti-approach tool; requires Kinetic Advance to extend combos
Piston Tremor B.2 Dauntless plants both fists on the ground before launching both pilebunkers and causing a dust explosion. Holding the button causes her to charge up. 120/150 (Charged) 175/200 (Charged) Has more invincibility than B.1 but is slightly slower; launches the opponent; decent anti-air/anti-approach tool; requires Kinetic Advance to extend combos unless it's the charged version

Gamma (y)

Name Input Description Frame Data Damage Stun Notes
Revolving Hook y.1 Dauntless rolls back with an invincible backstep before swinging forward with a lunging hook to the body. 150 200 Juggles opponent and sends them flying; hold the special button to not throw the punch and only use the step
Vandal Hook y.2 Dauntless rolls forward with an invincible forward step before swinging a lunging hook to the body. 100 150 Juggles opponent and sends them flying; hold the special button to not throw the punch and only use the step; whiffs against crouching opponents

Overdrive (Super)[]

Name Input Description Frame Data Damage Stun Notes
Beatdown Overdrive Dauntless winds up and throws a huge haymaker straight. If she connects on the ground, she goes into a cinematic string of combo punches, ending with a supercharged Piston Tremor to launch the enemy. If the enemy is caught in the air, she only does the lunging punch, but it hits multiple times. 300 0 After the cinematic Beatdown, Dauntless can close the gap and hit the launched enemy with an Alpha special (more options in the corner); Dauntless will laugh if she connects

Combos[]

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Name Inputs What it's useful for Other notes Damage Stun Video Demo
Target Combo 1 (Close One-Two) Close Medium > Neutral Heavy Basic chain for combos 120 155
Target Combo 2 (Overhead One-Two) Forward Medium > Neutral Heavy Overhead hit confirm 120 155
Target Combo 3 (Far One-Two) Neutral Medium > Neutral Heavy Good spacing Target Combo Knocks the opponent accross the screen 128 220
BnB Crouching Medium > Cold Drill This is your go-to bread and butter Cold Drill can be cancelled into super as a hit confirm 137 220
BnB Target Combo 1 or 2 > Vandal Hook (xx Cold Drill)

Go to combo

Great after Jump in

You can follow up this combo with Cold Drill.

This BnB combo carries the enemy a good distance, get used to the carry. If you can reach the corner get ready to cancel into the corner combo, otherwise you can juggle with Cold Drill.

192 268
Alternate Revolving Hook + Diesel Strike BnB Target Combo 1 or 2 xx Diesel Strike (First hit) xx Revolving Hook Alternate BnB if you wish to run both Revolving Hook and Diesel Strike If you land a Target Combo in the corner you can do the inputs for the regular BnB for extra damage. 190 249
Dust Breaker followup [...] > Dust Breaker > Kinetic Advance Dash > Target Combo 2 > Vandal Hook > Cold Drill Followups to grounded Dust Breaker Works off any hit confirm into Dust Breaker, as long as Dust breaker doesn't hit as a juggle. Can also use Target Combo 1 if you delay after the KA or if you run past the opponent. Piston Tremor can also get this combo but can only be KA'd into an immediate Target Combo 1. Varies depending on hit confirm
Corner Combo Target Combo 1 or 2 > Vandal Hook > Kinetic Dash Cancel Forward > Target Combo 1 or 2 > Vandal Hook > Neutral Heavy > Dust Breaker (only 2nd hit) Great damage when applying corner pressure BnB combo carries the enemy a great distance.  249 355
OverDrive Follow Ups [Mid-Screen] Overdrive > Cold Drill OR [Corner]Walk forward > Vandal Hook Extra damage after landing Beatdown Beatdown allows some follow ups depending on distance and how you combo into it.

In the Corner, the timing of Vandal Hook determines if you can land the Heavy, so take 1 step and do it early.

[Midscreen Raw] 354

[Corner Raw] 374

[Midscreen Raw] 90

[Corner Raw]114

Throw followup Forward Throw > Kinetic Advance Dash > Target Combo 1 > Vandal Hook > Cold Drill Convert a throw into damage! Dauntless needs to use Kinetic meter to convert her throw into a combo 168 215
Basic combo into super Crouching Medium > Cold Drill > Super Easy money 317 220
Other hit confirm into super [...] > Vandal Hook or Revolving Hook > Kinetic Advance Dash > Super Any hit confirm into Vandal Hook or Revolving Hook can be converted into a Super using Kinetic Advance. Landing the super like this isn't as damaging as the full cinematic, but it's useful in a pinch
Throw into Super Forward Throw > Kinetic Advance Dash > Super Another way to land super in a pinch The damage on this is a little better than her regular throw followup, but the difference in stun is HUGE. If you've made a few good reads, it may be best to go for the regular throw followup and then super while they're stunned 210 100
Throw into Cross-up Forward Throw > Kinetic Advance Dash > s.m > Vandal hook (Held) Simple cross-up, gets you on the other side of the enemy very quickly. Use this as a small burst of guaranteed damage, preferably to get the last hit. This can be very tricky to block and it removes the scaling from the grab. Afterwards use s.h to hit confirm into super. DO NOT use this move too many times, it's really easy to block once you know it's coming. 56 95
Don't ever do this (Standing Light x4) > Cold Drill > Kinetic Advance Dash > (Standing Light x4) > Cold Drill > Kinetic Advance Dash > (Standing Light x4) > Cold Drill > Overdrive Just because you can do it doesn't mean you should There are seriously better ways to spend your meter 286
Always try to end the game with this Universal Crossup (air d+H) > (Standing Light x3) > Cold Drill > Kinetic Advance Dash > (Standing Light x4) > Cold Drill > Kinetic Advance Dash > (Standing Light x4) > Cold Drill > Overdrive Only for the most stylish Useful even if it won't kill ???
These combos need to be added



Rising_Thunder_-_Dauntless_-_Moves

Rising Thunder - Dauntless - Moves

Strategy[]

General Strategy[]

Dauntless is very fundamentals-based compared to most of the cast. She doesn't have any tricky fireballs to let her approach safely, instant overheads, or sudden sweeps from the other side of the screen. What she does have is a very solid set of tools to let her pressure her opponent and stay in their face once she's there. The secret to Dauntless's success is a strong ground game; while she's not helpless in the air (j.M is great air-to-air), you should do what you can to keep up pressure on the ground so you can get inside and stay inside.

Your general gameplan is to space yourself well and poke with crouching medium into cold drill. Cold Drill is safe on block, and if you condition your opponent to respect you after a blocked Cold Drill, you can safely start to pressure them. Baiting out DPs or other unsafe moves is a good way to do this.

Dauntless doesn't want to jump very often, and when she does you have to be sure it's safe. Many characters have fireballs to make approaching difficult for you, but don't jump forward over them! That's just a trap that will end with you eating an invincible uppercut. Your best bet is to neutral jump fireballs and approach at a safe pace. Blocking the fireballs will just let them fire another off sooner, so don't touch them! You can also use the invincibility from Vandal Hook[Feint] to move forward through projectiles.

When you manage to score a knockdown, a meaty Forward Medium or jumping attack overhead can lead to big damage. Try for this when you can, but if they start getting wise and using an invincible reversal, time your overhead just a little early to bait their reversal and punish it!

Matchups[]

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Main cast[]

Atlas[]
Edge[]
Dauntless[]
Chel[]

https://www.reddit.com/r/risingthunder/comments/3h2hc2/how_can_a_salty_dauntless_scrub_beat_chel/ [needs to be added]

Crow[]

http://forum.risingthunder.com/discussion/2116/dauntless-vs-crow-help [needs to be added]

Talos[]

http://forum.risingthunder.com/discussion/2065/dauntless-player-needs-tips-strategies-for-handling-talos [needs to be added]

Vlad[]
[]

Downloadable characters[]

Revisions[]

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Below is a list of changes to the character from version to version.

Alpha[]

Build 1263

  • New S1 variant! Diesel Strike hits high, but opens up new combo opportunities.
  • S2 block stun reduced to 15 frames.
  • S3 block stun reduced to 17 frames.
  • S2 no longer hits opponents behind Dauntless.
  • Dauntless’ steam power is now operational.

Build 1312

  • Pose improvements for Dauntless’ landing roll.

Build 1292

  • S1v2 punch recovery has been reduced by 1 frame, making it (just barely) safe on block.

Build 1330

  • New S2 variant! Piston Tremor is a bit slower than Dust Breaker, but stays invincible longer and deals more damage – especially when charged.

Build 1372

  • Reduced charged Piston Tremor recovery by 1 frame.
    • Dev Notes: This minor change is intended to make certain charged Piston Tremor followups slightly easier. It shouldn't impact matchups otherwise.
  • Overdrive now resets the juggle count when it hits airborne opponents.
    • Dev Notes: Dauntless isn't meant to have easy juggle combos into full Overdrive, but having it connect once after a juggle combo felt unnecessarily weak. With this change, it's still preferable to save her OD meter for ground combos, but she can generate a little extra damage at the end of certain juggles too.

Alpha to Beta[]

Beta to Retail[]

Trivia[]

  • Dauntless used to be called 'Atlas'[1]

See also[]

External links[]

References[]

  1. Rising Thunder - Meet the Robot Fighters Gameplay, Gamespot, https://youtu.be/wYNpOSU9EY4?t=56
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