Samurai Shodown/Darli Dagger: Difference between revisions
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|intro=<center>[[File:SS_Darli_Icon.png|40px]] '''Darli Dagger''' is a no-nonsense rushdown character who keeps up the pressure with her great jumping buttons and high damage.</center> | |intro=<center>[[File:SS_Darli_Icon.png|40px]] '''Darli Dagger''' is a no-nonsense rushdown character who keeps up the pressure with her great jumping buttons and high damage.</center> | ||
|pros= | |pros= | ||
*'''High | *'''High damage:''' Darli has multiple sources of huge damage with her buttons and specials, as well as one of the highest damage knockdown throw combos. | ||
*'''Rules the | *'''Rules the air:''' With some of the best jump buttons in the game, it is very difficult and risky to challenge Darli in the air. She also gets huge reward off air resets and can easily force opponents to play a lower-damage grounded poking game. | ||
*'''Good at | *'''Good at guard crush:''' With her excellent j.C and f.5C, Darli can build guard crush easily and capitalize off it by crushing with n.5C, which cannot be Rage Exploded on hit because it puts the opponent airborne. | ||
*'''Strong | *'''Strong mix-up:''' With 50/50 options from both close range and midscreen as well as extremely ambiguous meaty crossups via Blade Surf, Darli has a mixup game to be reckoned with. | ||
|cons= | |cons= | ||
*'''Weak | *'''Weak ground game:''' Darli's ground buttons generally have either very poor range or very high recovery. She has a hard time competing with most characters on the ground without patient play, which makes it easy to zone her out. | ||
*''' | *'''Jump-reliant:''' Darli needs to jump to use her best neutral tools. Characters with good AA can shut her down and force her to take big risks. | ||
*'''High | *'''High-risk:''' Darli's 50/50 tools and recoil options are very unsafe, and she can take a lot of damage when she guesses wrong. | ||
}} | }} | ||
Latest revision as of 10:50, 8 June 2024
ダーリィ ダガー, Dāryi Dagā |
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Introduction
A shipwright by trade, Darli uses a variety of carpenter's tools combined with powerful strikes to focus on a high-damage, close-range brawling style.
Darli's primary gameplan centers around rushdown and bullying opponents with the damage from her normal moves, especially her jumping buttons; her j.B is a frighteningly good crossup when her safejumps are set up correctly, and j.C is a huge air-to-air and air-to-ground deterrent with amazing damage. She feels most at home at the close-to-mid range, although she also has access to some light anti-zoning tools with Serpentine Breaker to deflect/negate projectiles, High Tide to convert into knockdowns off of max-range pokes, and a somewhat unconventional conversion and mobility option in her Blade Surf special move. Once Darli gets in, she can assert herself with her close normals and more of her special moves; 5A and 2A are quick, pokey checks, n.5B is a quick and deadly close-range anti-air button and combo tool, B and C Blade Surf cross up at close-range, and she can catch bad rolls with both regular throw and her Riptide Pierce command throw. It's especially worth noting that once she's in close, her C buttons are extremely powerful because of how quickly they build guard crush; her n.5C is especially good at stopping Rage Explosions from your opponents if you can crush with it.
Darli’s main weakness is rooted in her lack of versatility. While she is very good at playing rushdown and has a fair spacing game, her grounded buttons aren't as strong as her aerial ones, being a bit slower and easier to punish; as a result, if her jumping game is shut down, she has a harder time staying in the match against opponents with a more solid ground approach than hers. While a few of her special moves either create great safejump opportunities or let her catch people sleeping when she recoil cancels a blocked move, they're also very risky to hedge bets on, and Darli can be punished hard for going for a 50/50 or recoil gamble if she makes a bad guess or if the opponent calls out the correct option for what she's going to do.
For players willing to bet big and fish for powerful blows, Darli is one of the go-to characters.
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Gameplan
Darli prefers to play at close/mid range so that she can oppress the opponent with buttons and some mindgames. 236S is her primary tool for getting in from cancelable normals: it gives her both damage and positions her at her best spacing. Once she's in, she has n.5B and 2B as powerful setups for combos or recoils, and her jump-ins can act as either amazing cross-ups, wakeup baits, or help her defend her position in the air. At close range, both her normal throw and her 214D command throw let her set up safejumps, and 214D can be used to challenge certain strings/moves or wakeup rolls and get corner carry as a reward.
Playing the close-mid game also gives Darli room to play with overheads, both the universal one and her 214S as a second option that can be feinted with a backdash to bait attacks and punish. She also has good options for damage, carry, or knockdown from throws. Her 2D and 3D both happen to be relatively quick as far as kicks go, so they can help enforce a low game if used carefully despite not being cancelable.
However, once Darli is pushed out, she has a tough time working her way back in, and while she does have a fair share of punish options, she doesn't have a ton of flexibility with them if she's been put too far out of her comfort zone. Do your best to maintain at close range and close-mid range.
Neutral
As far as pokes go, 5B is Darli's least committal button at midrange. It is cancelable on its first hit, and combined with 236S's distance traveled as well as 236D's incredible reach and reliability, she can easily convert pokes from 5B into consistent, strong positional shifts.
2B is a bit slower and has slightly shorter reach, so it's better mostly as a punish--that said, it does have a little more reach than it seems, so when it's well-spaced and the opponent is a little intimidated, it can be put out as a deterrent. It also has some use as an anti-air, but n.5B is generally more reliable for that due to how the hitbox works.
Once she's in close, 5A, 2A, and n.5B (and occasionally 2B) are all good oppressive tools. Though 5A and 2A don't have much in the way of guaranteed combos outside of 236A, they're good for pressuring the opponent a little bit, potentially setting things up for tick throws or 214D command throw. n.5B is much more flexible as an option--for instance, 236S is still an option from n.5B, but you can also use 236D after n.5B if you're looking for corner carry instead.
When it comes to punishes, 5B, 5C, 66B, 66C, and 66D all do the job in different ways. 5B's cancel properties make it a viable option if you're in a little closer and don't need to dash in. 5C does a lot of damage and is a little quicker than it looks, but getting deflected and losing your weapon is a dangerous gamble. Also while 5C does the most damage, even if the spacing is a little off, but the whiff recovery is nasty. 66B is the fastest option of the four, and the first hit can be canceled similarly to 5B, provided your spacing is right. 66C and 66D are slower but knock down--choosing between 66C and 66D is mostly a matter of trying to either enforce a guessing game of high or low, or using 66D to go over incoming lows if you have good timing.
For air-to-air, j.B and j.C both have amazing reach; j.B is slightly better to preempt your opponent in close air scrambles while j.C is better if you jump from farther out and have enough time to let it wind up. j.C also has slightly more utility as an air-to-ground button provided the spacing is correct, especially if you've set up a safejump. j.A is much shorter ranged but is especially fast if you think the timing is going to be too tight for a j.B or j.C, and j.D has so-so reach towards the ground.
Okizeme
Once the opponent is knocked down, Darli has a few oki options. The timing for safejumps are all relatively similar, though the button that you'll be using is different depending on the situation. If you're not directly at midscreen, getting a 214D or 236D that puts the opponent to the corner will usually give you enough time to jump in with a j.B to try and set up for crossup oki shenanigans, a j.C to stuff most attacks, or land safely and block whatever your opponent puts out next, provided that you time your jump correctly. If the opponent is going for rolls, particularly to side switch you, you have two options--charging 214S on initial knockdown and releasing it if they roll past you, or grabbing them with 214D to put them back in the blender. Between these two options, 214D is more reliable and generally less likely to backfire on you badly.
Aside from using 214S for sideswitch shenanigans, you can use it to bait wakeup attacks by backdash canceling it. Once the opponent is conditioned, this can be an essential part of mindgames, especially if using 214A and getting enough charge time for a full charge or close to.
Normal Moves
Far Slashes
5A
5A
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5B
5B
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5C
5C
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2A
2A
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2B
2B
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2C
2C
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Near Slashes
n.5B
n.5B
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n.5C
n.5C
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n.2C
n.2C
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Kicks
5D
5D
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6D
6D
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2D
2D
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3D
3D
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Dash Normals
66A
66A
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66B
66B
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66C
66C
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66D
66D Armed Armed Unarmed Unarmed
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Air Normals
j.A
j.A
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j.B
j.B
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j.C
j.C
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j.D
j.D
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Unarmed Normals
u.5S
u.5S
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u.2S
u.2S
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ju.S
ju.S
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u.66S
u.66S
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Universal Mechanics
Guard Break
Guard Break (Throw) 4/6C+D Forward Throw Forward Throw Back Throw Back Throw
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Surprise Attack
Surprise Attack (Overhead) 5B+C Armed Armed Unarmed Unarmed
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Dodge
Dodge
5A+B |
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Stance Break
Stance Break
A+B during Just Defense |
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Counter / Blade Catch
Counter / Blade Catch 236A+B Counter Counter Blade Catch Blade Catch
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Rage Explosion
Rage Explosion
5A+B+C |
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Lightning Blade
Lightning Blade (Issen)
5A+B+C during Rage Explosion |
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Special Moves
Blade Surf
Blade Surf 236S COWABUNGA IT IS COWABUNGA IT IS
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Serpentine Breaker
Serpentine Breaker 214S (hold S to charge) Uncharged Uncharged Half-Charged Half-Charged Full-Charged Full-Charged
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High Tide
High Tide 236D Catch... Catch... ...and release! ...and release!
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Riptide Pierce
Riptide Pierce 214D Drill, baby, drill Drill, baby, drill
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Point Break
Point Break 236S "Why I oughta.." "Why I oughta.." The spirit of Galactica Phantom comes to Samurai Shodown 2019 The spirit of Galactica Phantom comes to Samurai Shodown 2019
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Supers
Weapon Flipping Technique
Lagoon Onslaught
236B+C |
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Super Special Move
Perfect Storm 641236C+D HISSATSU! HISSATSU! A shipwright's drill is her soul. A shipwright's drill is her soul.
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Combos
Midscreen
- 5A/2A xx...
- 236A
A short and quick combo into 236A for knockdown at midscreen. - 236BC
Combo straight into WFT. You need to be in close for this to work or it'll whiff hard.
- 236A
- 66B xx...
- 236S
Long range punish combo. - 236D
Another long range punish combo. - 236BC
Combo into WFT.
- 236S
- 2B/n.5B xx...
- 236S
Good close range conversion into 236S. This doesn't work very well at 2B's max range, though. Use n.5B when at all possible. - 236D
At ranges where you know you're not getting n.5B, or if you hit with the tip of 2B, this combo is what you want. - 236BC
Combo into WFT. Much like comboing off of 5A/2A, you need to be in close or you'll get a whiff.
- 236S
- 5CD/4CD...
- 5B(1)/66B(1) xx 236S/236D
Easy conversion option from 5B or 66B. - 5B xx WFT
WFT combo. - 5C
1.11 conversion thanks to 5C's decreased startup. - 66C
Max damage option from a forward throw. Gives a knockdown. - 236A/236B
Similar to 5A/2A 236A, gives you good positioning.
- 5B(1)/66B(1) xx 236S/236D
- 4CD xx 5C
- Max damage option from a back throw. If you're having trouble getting 5C, try double or triple tapping C as the backthrow ends.
- j.B/j.C...
- n.5B xx 236A/236B/236BC
If you hit with a deep jump-in for j.B or j.C, this is basically your max damage combo. The timing can be a little strange when going from j.B/j.C to n.5B; if you're having trouble try to make sure you're not hitting the opponent too high in your jump arc, and that you're not pressing 5B too early. It should be possible to get WFT if the n.5B lands. - 5B xx WFT
WFT combo. - 2B xx 236D
If you're worried that you're out of range for n.5B, you can go into this instead.
- n.5B xx 236A/236B/236BC
- j.C...
- 5C
Requires a deep hit but it will work.
- 5C
- 214C (half/max charge)...
(Note: these combos are real, but will require your opponent to be very scared of your charges and not try to knock you out of them. Don't focus on setting these up unless you've conditioned them to get hit.)- 641236CD
Max damage followup after a half/max charged 214C. The stun will give you more than enough time to run up if you're at more than half-screen. - j.B/j.C xx n.5B/2B...:
Jump-in combo. You'll have to time it carefully to make sure you don't whiff the jump-in while the opponent is stunned. Refer to the j.B/j.C starters above for combo options. - 2BCD xx 236C
Self-disarm for a guaranteed 236C. Much like going into SSM, this will basically do enough damage to end a round flat.
- 641236CD
Corner
Pretty much all of Darli's midscreen combos work in the corner, too.
- n.5B/2B xx 236S/236D
Guaranteed in the corner.
- CD...
- n.5B xx 236A/236B/236D
Similar to the throw combo above, but with n.5B added for more damage. - microwalk n.5B xx 236BC
Throw combo into WFT. Microwalk is required to keep n.5B from whiffing.
- n.5B xx 236A/236B/236D
Guard Crush
- n.5C...
Combo from second or third hit...- 236C
Juggle combo. - WFT
Juggle combo. (Corner Only)
- 236C
- 5C...
After recovery...- 5C
Follow up at mid range for 7-hit 5C. - 5B xx 236S/236D
Standard follow up at mid range. - n.5B xx 236S/236D/WFT
Standard follow up at close range. - 66B xx 236S/236D/WFT
Standard follow up at long range.
- 5C
- n.5C...
Cancel second hit...- 236C
Mid screen combo. - WFT
Mid screen WFT combo. - Lightning Blade
Universal Issen combo.
- 236C
- 5C...
Cancel recovery...- Lightning Blade
Universal Issen combo.
- Lightning Blade
- 5C...
Meaty attack on opponent techroll with proper timing...- SSM
SSM follow up. Can be Rage Exploded, so be careful of that.
- SSM
Videos
- Darli Dagger tutorial and combos by LegendaryWolf Shirou (2019). Covers most of the basics of Darli but by virtue of its age does not account for 1.11 and 2.10 changes, and has some inaccuracies about how certain moves work.
- Markyo vs Kotir at WNF Online Edition
Colors
External Links
- Twitter hashtag: #SS_DA