Duels of Fortune/Derrick: Difference between revisions

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|border=yes|tablewidth=102
|border=yes|tablewidth=102
|flex_data=<tabber>
|flex_data=<tabber>
|-|Default Costume=
|-|Karate Gi=
[[File:DoF_X_Name.png|100px]] <br>
[[File:DoF_Derrick_Name.png|100px]] <br>
[[File:DoF_X_profile.png|350px]]  
[[File:DoF_Derrick_profile.png|350px]]  
|-|Alt Costume=
|-|Jester=
[[File:DoF_X_Name.png|100px]] <br>
[[File:DoF_Derrick_Name.png|100px]] <br>
[[File:DoF_X_profile_costumename.png|350px]]  
[[File:DoF_Derrick_profile_Jester.png|350px]]
|-|Casual=
[[File:DoF_Derrick_Name.png|100px]] <br>
[[File:DoF_Derrick_profile_Casual.png|350px]]
|-|Pilot=
[[File:DoF_Derrick_Name.png|100px]] <br>
[[File:DoF_Derrick_profile_Pilot.png|350px]]
|-|Banana=
[[File:DoF_Derrick_Name.png|100px]] <br>
[[File:DoF_Derrick_profile_Banana.png|350px]]
|-|Mummy=
[[File:DoF_RagZ_Name.png|100px]] <br>
[[File:DoF_Derrick_profile_Pilot.png|350px]]  
</tabber> <br>
</tabber> <br>


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<td style="width:25%; text-align: left; border-style: none none solid none;">'''''Unique Movement''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''None'''
<td style="width:25%; text-align: left; border-style: none none solid none;">'''''Unique Movement''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''None'''
<tr>
<tr>
<td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''X (XF)'''
<td style="text-align: left; border-style: none none none none;">'''''Fastest Attack''''' <td style="width:48%; border-style: none none none none; text-align: right;"><br> '''5L (XF)'''
</table>  
</table>  
}}
}}
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{{FP Box
{{FP Box
|header=Unique Mechanic: Item Throw
|header=Unique Mechanic: Item Throw
|content=Using his '''2S''' (Junk Toss), Derrick can draw  
|content=Using his '''2S''' (Junk Toss), Derrick can draw one of 10 different items which vary heavily in effect. There's no variance in how likely he is to draw them, so there's always a 10% chance of Derrick drawing any one item. The items and a brief description of their effects are below. For more details, view the individual item descriptions.<br>
:'''Baseball''': Decently fast and straightforward projectile.
:'''Buff Boy Plush''': Short ranged and slow moving projectile that deals 0 hitstun but gives a combo on block.
:'''Magnet''': Short ranged projectile. Upon landing it generates projectiles above it for a short time.
:'''Boomerang''': Fast projectile that goes in a straight line, comes back to hit a second time.
:'''Bomb''': Moderate speed projectile that deals high damage and launches, explodes on its own after some time.
:'''Hammer''': Slower, high damage projectile. Creates a low hitting shockwave upon hitting the ground.
:'''Banana''': Moderate speed projectile that isn't active until it touches the ground. Causes characters to slip and get launched upon making contact.
:'''Turtle Shell''': Fast projectile that bounces off opponents and the wall. Remains active for a long time and can hit many times.
:'''Energy Drink''': Slow projectile that isn't active until it hits the ground. Characters who make contact with it once its active gain meter.
:'''Dog Treat''': Fast projectile with low damage and hitstun. Upon reaching the ground, it loses its hitbox and after some time a dog that can hit the opponent runs across the screen.
}}
}}



Revision as of 22:40, 14 May 2024

Overview
Overview

Derrick is Shoto's goofball classmate and DoF's item throw character. Taking advantage of his excellent air movement and projectile game, Derrick sets the pace of a match until he can use his items to create an opening for his offense.

As an item throw character, Derrick naturally possesses an incredible neutral game. Almost all of his items from 2S (Junk Throw) are powerful projectiles. Furthermore, unlike most item throw characters, Derrick draws the item then chooses when and where to throw it, which with some items can allow him to immediately control the neutral state. His 5S (Dust Ball), both held and unheld helps give him the space he needs to draw for the right item. Adding to this is his excellent, with one of the fastest walk speeds in the game, fast dashes, and most importantly, his incredible air game. As well as possessing an amazing air dash, Derrick can mixup his air momentum via j.M, j.H, j.2H, j.2S, j.4S, and j.S/[S]. A mix of these options can make him downright impossible to anti-air and difficult to predict. Once he gets one of his stronger items, he can use it to get in and start running his offense. While limited, Derrick's offense is powerful enough to open up opponents. Items such as Buff Boy, the Hammer, and the Magnet, let him setup downright unfair setplay and 50/50s, all of which lead to full combos. This means that Derrick can range from having the weakest mixups in the game to its most powerful in the blink of an eye, forcing the opponent to stay aware of what item he currently has.

These incredible strengths aren't without flaw. As mentioned, Derrick's mixup is underwhelming when he doesn't have his stronger offensive items. His hit throw is notably worse than normal, with his regular grab only granting a hard knockdown instead of the usual combo (although it can be comboed off in specific situations). Additionally, he has no reliable ways to setup left rights, and his one means of high low, 4S (The Derrick "Special"), is more of a knowledge check once one understands how it functions. Furthermore, for all his good movement and projectiles, Derrick's actual normals are mediocre at best. Most are lacking in range, and more significantly, tend to have high amounts of recovery, making him easier to whiff punish. Even with these issues though, Derrick's ability to set the pace of the game and be a general nuisance in neutral makes him incredibly powerful.

Playstyle
Derrick takes advantage of strong air movement, projectiles, and items to control the pace of the game.
Pros Cons
  • Aerial Maneuverability - Derrick's air options are among the best in the game with many options to make up how he moves. These range from 2S stalling him to j.2H creating a bizarre approach angle.
  • Projectile Control - Derrick unlike most items characters pulls his item, then throws out, lending him a huge amount of control over where and when he uses his items, with multiple completely changing the pace of neutral. Add in his 5S projectile and his neutral control becomes truly powerful.
  • Unfair Pressure (Sometimes) - With the right items, Derrick's pressure becomes downright unfair and can even lead to inescapable unblockables with 2SP active. Notably though this requires good rng for the right items.
  • Limited Mixup (Mostly) - Unless he has the right item like a Buff Boy or Boomerang, Derrick's mixup is very subpar. While 4S has a built in high/low of sorts, this is gimmicky and his only real high/low. His throw leads to no extensions except on specific parts of the screen. Finally, he has trouble setting up any reliable left/rights on oki.
  • Mediocre Normals - Derrick's normals while serviceable aren't winning any awards, generally lacking in range and having high recovery, leaving him open to whiff punishes.

DoF Derrick Name.png
DoF Derrick profile.png

DoF Derrick Name.png
DoF Derrick profile Jester.png
DoF Derrick Name.png
DoF Derrick profile Casual.png
DoF Derrick Name.png
DoF Derrick profile Pilot.png
DoF Derrick Name.png
DoF Derrick profile Banana.png
DoF RagZ Name.png
DoF Derrick profile Pilot.png


Character Properties
Health
23000
Backdash
XF
Unique Movement
None
Fastest Attack
5L (XF)
Unique Mechanic: Item Throw

Using his 2S (Junk Toss), Derrick can draw one of 10 different items which vary heavily in effect. There's no variance in how likely he is to draw them, so there's always a 10% chance of Derrick drawing any one item. The items and a brief description of their effects are below. For more details, view the individual item descriptions.

Baseball: Decently fast and straightforward projectile.
Buff Boy Plush: Short ranged and slow moving projectile that deals 0 hitstun but gives a combo on block.
Magnet: Short ranged projectile. Upon landing it generates projectiles above it for a short time.
Boomerang: Fast projectile that goes in a straight line, comes back to hit a second time.
Bomb: Moderate speed projectile that deals high damage and launches, explodes on its own after some time.
Hammer: Slower, high damage projectile. Creates a low hitting shockwave upon hitting the ground.
Banana: Moderate speed projectile that isn't active until it touches the ground. Causes characters to slip and get launched upon making contact.
Turtle Shell: Fast projectile that bounces off opponents and the wall. Remains active for a long time and can hit many times.
Energy Drink: Slow projectile that isn't active until it hits the ground. Characters who make contact with it once its active gain meter.
Dog Treat: Fast projectile with low damage and hitstun. Upon reaching the ground, it loses its hitbox and after some time a dog that can hit the opponent runs across the screen.

Character Summary

Move list

Command Normals
j.2H - Drop the Ball: A rolling attack that recoils upon hitting the opponent or the ground.
663H - Hair Style - Scissor Kick: A dashing launcher.
Special Moves
5S (Air OK) - Pocket Dust!: A very short-ranged projectile that's safe on block.
5[S] (Air OK) - Dust Ball: Slower and stronger projectile that's plus on block and controls space.
4S (Air OK) - The Derrick "Special": An approaching barrage that ends with a low. Press 8 during it to transition into the overhead move Flailing Flight instead.
2S (Air OK) - Junk Pull: Derrick grabs an item that can be thrown with 6L or by holding 2S and picking a direction. Each of the 10 possible items have different effects.
Supers
5SP - Panic Button: A giant rock comes out of the ground and hits low. Has a large amount of invincibility tied to it.
2SP - Trash to Treasure: An install that boosts the power of Derrick's items. If you aren't already holding an item, you will also pull one upon using this super.
Quick combo reference

5L > 5M > 2H > j.M > j.H > j.2S, OTG 2M > 4S: Basic combo that nets you both an item and hard knockdown.

Normal Moves

5L
DoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low XF - - XF XF XF Invul, Dash Cancelable, Jump Cancelable, Tracker, Ground Bounce, Wall Bounce, XF Anti-Air Invul, XF Armored, Projectile Invul, Disjointed

Describe the move and the uses it has.

Toggle Hitboxes
Toggle Hitboxes
5M
DoF Buttons M.png
Caption
Caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
5H
DoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2L
DoF Direction Down.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2M
DoF Direction Down.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
2H
DoF Direction Down.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.L
DoF Direction Up.pngDoF Buttons L.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.M
DoF Direction Up.pngDoF Buttons M.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes
j.H
DoF Direction Up.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

F

Toggle Hitboxes
Toggle Hitboxes

Command Normals

Command Normal Name
4H
DoF Direction Left.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe a command normal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Universal Mechanics

Throw
Throw
6H
DoF Direction Right.pngDoF Buttons H.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- Unblockable - - - - N/A -

Describe their throw. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Reversals
Reversal
5R
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their regular reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Wakeup Reversal
5R on Wakeup
DoF Buttons Block.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe their wakeup reversal. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Burst
Burst
5B
DoF Buttons Burst.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
0 High/Low - - - - - -

Describe their burst, this should be roughly the same for most characters. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Taunt

Only add this section if a character has a taunt with a hitbox or some other unique effect like Sylvan's cheat. Otherwise remove it.

Taunt
5T
DoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes
Down Taunt
2T
DoF Direction Down.pngDoF Buttons Taunt.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the taunt and its uses. Add bullet points if necessary.

Toggle Hitboxes
Toggle Hitboxes

Special Moves

Special Name
5S
DoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data things, and if need be, a table.

Toggle Hitboxes
Toggle Hitboxes
Special Name
4S
DoF Direction Left.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
2S
DoF Direction Down.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes
Special Name
j.S
DoF Direction Up.pngDoF Buttons S.png
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Generally describe a special and its uses. Add bullet points for data.

Toggle Hitboxes
Toggle Hitboxes

Super Move

Super Name
5SP
DoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes
Super Name
2SP
DoF Direction Down.pngDoF Buttons Super.png
Informative and maybe funny caption
Informative and maybe funny caption
Damage Guard Startup Active Recovery Adv Hit Adv Block Properties
- High/Low - - - - - -

Describe the super and what you can do with it.

  • Any additional information that doesn't fit with the main description, such as it whiffing on certain characters.
Toggle Hitboxes
Toggle Hitboxes

Strategy

Neutral

Describe how a character plays the neutral game. Add sub-categories if necessary, these should usually be on how you use a specific move.

Offense

Describe how a character runs their offense.

Defense

Describe how a character defends themselves when they're on the receiving end.

Additional Resources

Links to any additional resources like a tutorial video, delete category if there are none. If there aren't any but one gets made later, then re-add the category.

Additional Categories

Add any further categories as needed, just make sure they're worth a whole section.

Combos

General info on a character's combos, such as if they can always end a combo with a super as an ender rather than usual listed enders.

Combo Legend

Numpad Notation

DoF Buttons Up-Left.png DoF Buttons Up.png DoF Buttons Up-Right.png
DoF Buttons Left.png DoF Buttons Right.png
DoF Buttons Down-Left.png DoF Buttons Down.png DoF Buttons Down-Right.png
 = 
7 8 9
4 5 6
1 2 3
 = 
up-back up up-forward
back neutral forward
down-back down down-forward
  • 236 = DoF Direction Down.pngDoF Direction Down-Right.pngDoF Direction Right.png
  • 214 = DoF Direction Down.pngDoF Direction Down-Left.pngDoF Direction Left.png
  • 63214 = DoF Direction 624.png
  • 46 = DoF Direction Left.pngDoF Direction Right.png
  • 28 = DoF Direction Down.pngDoF Direction Up.png
  • Light: DoF Buttons L.png
  • Medium: DoF Buttons M.png
  • Heavy: DoF Buttons H.png
  • Special: DoF Buttons S.png
  • Super: DoF Buttons Super.png
  • Block/Reversal: DoF Buttons Block.png
  • Burst: DoF Buttons Burst.png
  • Taunt: DoF Buttons Taunt.png
Dash = 66 DoF Direction Right.pngDoF Direction Right.png
j. = Jump DoF Direction Up-Left.png / DoF Direction Up.png / DoF Direction Up-Right.png
dc = Dash Cancel
jc = Jump Cancel
dl. = Delay
[X] = Hold
]X[ = Release
gb = Ground Bounce
wb = Wall Bounce
bb = Blast Burst
tc = Trigger Cancel
SP = Super
[X]*N = Repeat sequence N amount of times.
X(N) = Multi-hit move hits only N times. May be omitted if all hits are used.
(X) = Optional input
OTG = On The Ground
TK = Tiger Knee (doing an air move the moment a jump sends you airborne)
> = Cancel
, = Link
AA = Anti-air
land = Land before doing the next input.


Basic Combos

Easy combos for starting.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Advanced Combos

Harder combos that deal more damage or provide some other benefit.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

X Combo Category

If a character has a specific kind of combo they do that has multiple variants, then you can make a new category for it. If they don't delete this.

Combo Damage Difficulty Meter Spent Position Notes
5L > 5M > 5H > 5S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Combo Damage Difficulty Meter Spent Position Notes
2L > 2M > 2H > 2S, Ender X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the combo.

Enders

List of combo enders a character has when there's multiple enders they can pick between, such as sacrificing oki for damage and vice-versa.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2S X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Combo Damage Difficulty Meter Spent Position Notes
2H > 2SP X Very Easy/Easy/Medium/Hard/Very Hard 0/50/100 Midscreen/Corner/Near Corner/From Corner

Description of the ender.

Colors

X (Alt Costume Name)


X (Alt Costume Name)


Trivia

  • Fun facts about the character. If it isn't redundant with something else said on the page, these can be pulled directly from the game.


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