Skullgirls/Black Dahlia: Difference between revisions
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{{SG Character Intro|char=Black Dahlia|short=dhl|content= | {{SG Character Intro|char=Black Dahlia|short=dhl|content= | ||
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==Overview== | ==Overview== | ||
Black Dahlia is an adaptable mid-ranged character with an arsenal of deadly tricks. She has two resources that she needs to manage to get the most out of her offense. Her strong but occasionally random bullets and Empower, a hitgrab that enhances her HP attacks and grab the next time she uses them. She moves quickly for an old hag, sporting a unique command dash that you can use on the ground or in the air for tricky movement in neutral and offense. Playing Dahlia involves a lot of planning ahead with her bullets, traps, and teleport while also being able to quickly adapt if things don’t go how you originally intended. Whilst her overall damage is on the lower end, creative use of her full suite of options opens up complex setplay, neutral and pressure situations. | |||
{{ProConTable | {{ProConTable | ||
| intro =[[file:SG_dhl_icon.png|32px]] '''Black Dahlia''' | | intro =[[file:SG_dhl_icon.png|32px]] '''Black Dahlia''' is an aggressive zoner who controls the stage with various tricks, traps, and a grenade launcher with specialized rounds. | ||
|pros= | |pros= | ||
* ''' | |||
* ''' | * '''Mobility''' - Sporting a UNI-style forward dash along with her normal dashes, a teleport, and a j.LK that slightly adjusts her momentum, Dahlia has plenty of movement options to help her approach or retreat. | ||
* ''' | * '''Great Normals''' - Most of Dahlia's normals have long range and/or disjointed hitboxes, and her H buttons have useful followups when empowered. Her 2MK places a grounded trap that holds opponents in place it it hits them. | ||
* '''Grenade Launcher''' - One of the most versatile tools in the game. Dahlia's grenade launcher can hold six different types of ammo, which has various applications for zoning, pressure, combos, assists, you name it. In addition, "Last Call" lets her load any type of ammo in any order, allowing for highly damaging combos with 5 buck shots or varied zoning with a mix of ice and rail shots. Get creative! | |||
* '''Utility Supers''' - Dahlia has four supers that trade raw damage for utility; "Last Call" lets Dahlia load a custom mag into her grenade launcher, "Stage Hazard" is great for combo extensions, and "Parting Gift" sticks an armor-breaking explosive on the opponent that can be detonated at any time. Most notably, "Girls Night" gives Dahlia unmatched neutral control, threatening the opponent from several different ranges at once independent of Dahlia herself. | |||
|cons= | |cons= | ||
* ''' | * '''Some Assembly Required''' - Dahlia's best tools - from special ammo to teleports to Empowered state - all require proper setup before they can be used. Since she'll be using these tools often, knowing where and when to set up is key to playing Dahlia effectively, as one mistimed reload can very quickly spell death for her. | ||
* ''' | * '''Weak Defense''' - Dahlia's only reversal tool, "Counter, Strike!", is very exploitable without a properly-spaced doily, making her reliant on either her teammates or system mechanics to get her out of trouble. | ||
* ''' | * '''Low Damage''' - Dahlia lacks combo damage and damage as whole, she will have harder times finishing off characters, Dahlia's supers deal relatively low damage despite their high versatility. | ||
|tablewidth=80 | |tablewidth=80 | ||
}} | }} | ||
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| airdash = N/A | | airdash = N/A | ||
| iadlockout = N/A | | iadlockout = N/A | ||
| forwardtech = | | forwardtech = 40 | ||
| backwardtech = | | backwardtech = 41 | ||
| slidingkd = | | slidingkd = 79 | ||
| hardkd = | | hardkd = 41 | ||
| crumple = | | crumple = 28 | ||
| standingchain | | standingchain=4 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| crouchingchain = | | crouchingchain=4 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} or {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
| airchain | | airchain=5 Buttons: {{NotationIcon-SG|LP}} → {{NotationIcon-SG|LK}} → {{NotationIcon-SG|MP}} → {{NotationIcon-SG|MK}} → {{NotationIcon-SG|HP}} or {{NotationIcon-SG|HK}} | ||
}} | }} | ||
==Assists== | ==Assists== | ||
<gallery style="float:right"> | |||
Image:SG_dhl_qcfp.png|'''Order Up! (default assist)''' | |||
Image:SG_dhl_cmk.png|'''2MK (default assist)''' | |||
Image:SG_dhl_shp.png|'''5HP''' | |||
</gallery> | |||
===Order Up! (default assist)=== | |||
A slow moving [[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|projectile assist]] that uses Dahlia’s ammo system. | |||
The M version is default, it travels in a diagonal trajectory in the air. | |||
The L version is sent horizontally. Lightning and Railgun shots travel fullscreen with this version. | |||
The H version has a higher angle than the M version. | |||
When Dahlia runs out of ammo, calling assist will instead cause Dahlia to reload. | |||
The twist on this assist comes when you load a special bullet and tag Dahlia out, letting you choose an assist for either lockdown (Ice), mixup/pressure (Fire), damage (Buckshot) or zoning/poke (Railgun / Lightning). | |||
===2MK (default assist)=== | |||
A space-control, neutral [[Skullgirls/Team_Building#Projectile_.2F_Neutral_assists|projectile assist]] that hits low and lasts for 2 seconds on screen. | |||
Especially good for incomings, okizeme and setups that require long air strings to perform. | |||
Calling it in neutral means if they jump at you, you'll be able to push block them towards the trap. | |||
Can be cancelled into Counter, Strike! (623K) on Alpha Counter. | |||
===5HP=== | |||
Overhead assist. Good for mixup/pressure on block. Combo tool. | |||
===Counter, Strike! (623LK/MK)=== | |||
Pseudo DP assist. Decent Alpha Counter. Good to make resets mash safe. | |||
Good for counter calling assists, but must be done quickly on reaction or before them. | |||
Since it doesn't put the enemy in blockstun when you use it in neutral, you can throw them safely unlike with normal DP assists. | |||
===Empower (236LPLK)=== | |||
A hitgrab [[Skullgirls/Team_Building#Setup_assists|setup assist]] assist that powers up Dahlia. | |||
<br clear=all/> | |||
==Move List== | ==Move List== | ||
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| onblock = +2 | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_slp1_fd.png|left]]}} | | framedata = [[File:SG_dhl_slp1_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
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| onblock = +2 | | onblock = +2 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_slp2_fd.png|left]]}} | | framedata = [[File:SG_dhl_slp2_fd.png|left]]}} | ||
| | | | ||
* If 5LP x1 whiffs, x2 followup becomes slower (13f startup). | * If 5LP x1 whiffs, x2 followup becomes slower (13f startup). | ||
}} | }} | ||
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| active = 3 x3 | | active = 3 x3 | ||
| recovery = 33 | | recovery = 33 | ||
| hitstop = 3x2, 9 (1x2, 9 on | | hitstop = 3x2, 9 (1x2, 9 on block) | ||
| hitstun = 27 | | hitstun = 27 x3 | ||
| blockstun = 21 | | blockstun = 21 | ||
| onhit = -8 | | onhit = -8 | ||
| onblock = -14 | | onblock = -14 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_smp_fd.png|left]]}} | | framedata = [[File:SG_dhl_smp_fd.png|left]]}} | ||
| | | | ||
* Moves her forward | * Moves her forward. | ||
* Good midrange tool to start pressure and poke at opponent. | |||
*3-hit Multihit | |||
}} | }} | ||
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| hitstun = 34 | | hitstun = 34 | ||
| blockstun = 27 | | blockstun = 27 | ||
| onhit = {{Property-SG|Ground Bounce}} | | onhit = {{Property-SG|Ground Bounce}}, {{Property-SG|KD}} | ||
| onblock = -17 | | onblock = -17 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_shp_fd.png|left]]}} | | framedata = [[File:SG_dhl_shp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = 5[HP] | | version = 5[HP] | ||
| guard = {{Property-SG|High}}, Mid | | guard = {{Property-SG|High}}, Mid | ||
| properties = - | | properties = {{Property-SG|Projectile}} (second hit) | ||
| dmg = 1000, 500 | | dmg = 1000, 500 | ||
| meter = 10.0%, 4.5% | | meter = 10.0%, 4.5% | ||
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| onblock = -15 | | onblock = -15 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_shp_hold_fd.png|left]]}} | | framedata = [[File:SG_dhl_shp_hold_fd.png|left]]}} | ||
| | | | ||
* Her only grounded overhead | * Her only grounded overhead. | ||
* Can be held for a followup when empowered | * Can be held for a followup when empowered, which knocks the opponent up much higher. | ||
* Can reload mid-combo without spending OTG universally with Empowered 5HP > Another Round > Rush Order > 2LP. | |||
}} | }} | ||
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| onblock = +4 | | onblock = +4 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_slk_fd.png|left]]}} | | framedata = [[File:SG_dhl_slk_fd.png|left]]}} | ||
| | | | ||
| | | | ||
* Standing low | * Standing low. | ||
* Moves her forward slightly | * Moves her forward slightly. | ||
* Only normal to combo into 5MK. | |||
}} | }} | ||
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| input = '''s.'''{{NotationIcon-SG|MK}} | | input = '''s.'''{{NotationIcon-SG|MK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = - | ||
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| onblock = -7 | | onblock = -7 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_smk_fd.png|left]]}} | | framedata = [[File:SG_dhl_smk_fd.png|left]]}} | ||
| | | | ||
* Moves her forward significantly | * Moves her forward significantly. | ||
}} | }} | ||
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| recovery = 30 | | recovery = 30 | ||
| hitstop = 10 | | hitstop = 10 | ||
| hitstun = | | hitstun = 32 | ||
| blockstun = 23 | | blockstun = 23 | ||
| onhit = ±0 | | onhit = ±0 | ||
| onblock = -13 | | onblock = -13 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_shk_fd.png|left]]}} | | framedata = [[File:SG_dhl_shk_fd.png|left]]}} | ||
| | | | ||
* Her only launcher | * Her only launcher. | ||
* Moves her forward slightly | * Moves her forward slightly. | ||
}} | }} | ||
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| onblock = +1 | | onblock = +1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_clp_fd.png|left]]}} | | framedata = [[File:SG_dhl_clp_fd.png|left]]}} | ||
| | | | ||
* | * Her fastest normal. | ||
* A random weapon will be used to attack, but every weapon behaves the same, similar to Peacock's M Bang | * A random weapon will be used to attack, but every weapon behaves the same, similar to Peacock's M Bang. | ||
}} | }} | ||
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| onblock = -5 | | onblock = -5 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_cmp_fd.png|left]]}} | | framedata = [[File:SG_dhl_cmp_fd.png|left]]}} | ||
| | | | ||
* Powerful vacuum inwards on hit | * Powerful vacuum inwards on hit. | ||
}} | }} | ||
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| onblock = -9 | | onblock = -9 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_chp_fd.png|left]]}} | | framedata = [[File:SG_dhl_chp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = 2[HP] | | version = 2[HP] | ||
| guard = Mid | | guard = Mid | ||
| properties = - | | properties = {{Property-SG|Projectile}} (second hit) | ||
| dmg = 750, 500 | | dmg = 750, 500 | ||
| meter = 10.0%, 4.5% | | meter = 10.0%, 4.5% | ||
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| onblock = -12 | | onblock = -12 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_chp_hold_fd.png|left]]}} | | framedata = [[File:SG_dhl_chp_hold_fd.png|left]]}} | ||
| | | | ||
* | * Ignites the oil from Stage Hazard. | ||
* First 2 active frames cannot hit the opponent, they are there to trigger the oil from Stage Hazard | * First 2 active frames cannot hit the opponent, they are there to trigger the oil from Stage Hazard. | ||
* Can be held for a followup when empowered | * Can be held for a followup when empowered. | ||
* Both versions hit on both sides | * Both versions hit on both sides. | ||
}} | }} | ||
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| onblock = +1 | | onblock = +1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_clk_fd.png|left]]}} | | framedata = [[File:SG_dhl_clk_fd.png|left]]}} | ||
| | | | ||
* | * 3-hit low. | ||
}} | }} | ||
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|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = {{Property-SG|Low}} | | guard = {{Property-SG|Low}} | ||
| properties = - | | properties = {{Property-SG|Damage Scaling|70%}} | ||
| dmg = 400 | | dmg = 400 | ||
| meter = 5.25% | | meter = 5.25% | ||
Line 388: | Line 432: | ||
| active = 147, (4), 4 | | active = 147, (4), 4 | ||
| recovery = 30 | | recovery = 30 | ||
| hitstop = | | hitstop = 30 (7 on block) | ||
| hitstun = 25 | | hitstun = 25 | ||
| blockstun = 17 | | blockstun = 17 | ||
| onhit = | | onhit = +30 | ||
| onblock = | | onblock = -1 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_cmk_fd.png|left]]}} | | framedata = [[File:SG_dhl_cmk_fd.png|left]]}} | ||
| | | | ||
* Leaps backwards with a slight high profile | * Leaps backwards with a slight high profile. | ||
* The trap will activate after a 4 frame delay when an opponent steps on it, or after a few seconds have elapsed | * The trap will activate after a 4 frame delay when an opponent steps on it, or after a few seconds have elapsed. | ||
* The high hitstop makes it very easy to convert from a hit | * The high hitstop makes it very easy to convert from a hit. | ||
* If a trap is already onscreen, this move will move you backwards as usual, but it will not spawn a new trap | * If a trap is already onscreen, this move will move you backwards as usual, but it will not spawn a new trap. | ||
* Despite the animation Dahlia is never airborne throughout this move. | |||
* Despite the animation Dahlia is never airborne throughout this move | * Big Band can parry this high or low. | ||
* The trap triggers in 21 frames if the point character is hit. | |||
* {{Property-SG|Damage Scaling|50%}} is applied instead if the point character gets hit before the trap hits your opponent. | |||
}} | }} | ||
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| recovery = 24 | | recovery = 24 | ||
| hitstop = 10 | | hitstop = 10 | ||
| hitstun = | | hitstun = 38 | ||
| blockstun = 21 | | blockstun = 21 | ||
| onhit = {{Property-SG|Soft KD (Invuln.)}} | | onhit = {{Property-SG|Soft KD (Invuln.)}} | ||
| onblock = -5 | | onblock = -5 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_chk_fd.png|left]]}} | | framedata = [[File:SG_dhl_chk_fd.png|left]]}} | ||
| | | | ||
* Black Dahlia's sweep | * Black Dahlia's sweep. | ||
* Negligible low profile | * Negligible low profile. | ||
}} | }} | ||
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| onblock = +8 | | onblock = +8 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jlp_fd.png|left]]}} | | framedata = [[File:SG_dhl_jlp_fd.png|left]]}} | ||
| | | | ||
* Like 2LP, she pulls out a random weapon to attack, but all weapons behave the same | * Like 2LP, she pulls out a random weapon to attack, but all weapons behave the same. | ||
}} | }} | ||
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| onblock = -4 | | onblock = -4 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jmp_fd.png|left]]}} | | framedata = [[File:SG_dhl_jmp_fd.png|left]]}} | ||
| | | | ||
* Pushes the opponent away, comboing consistently into jHK | * Pushes the opponent away, comboing consistently into jHK. | ||
}} | }} | ||
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| recovery = 19 | | recovery = 19 | ||
| hitstop = 11 | | hitstop = 11 | ||
| hitstun = | | hitstun = 29 | ||
| blockstun = | | blockstun = 32 | ||
| onhit = | | onhit = +7 | ||
| onblock = | | onblock = +10 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jhp_fd.png|left]]}} | | framedata = [[File:SG_dhl_jhp_fd.png|left]]}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = j[HP] | | version = j[HP] | ||
| guard = {{Property-SG| | | guard = Mid | ||
| properties = {{Property-SG|Projectile}} | |||
| dmg = | | dmg = 400x3 | ||
| meter = | | meter = 10.0%x3 | ||
| startup = | | startup = 13 | ||
| active = | | active = 6 | ||
| recovery = | | recovery = 17 | ||
| hitstop = | | hitstop = 16 | ||
| hitstun = | | hitstun = 18 | ||
| blockstun = | | blockstun = 21 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = -4 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jhp_hold_fd.png|left]]}} | | framedata = [[File:SG_dhl_jhp_hold_fd.png|left]]}} | ||
| | | | ||
* | * Can be held for a modified version when empowered, which features a wide spread of hitboxes that knocks down, but is no longer an overhead. | ||
** Empowered version has 3 separate hitboxes, need a wide character to hit all 3 on. | |||
* Good for crossups, empowered version especially so. | |||
}} | }} | ||
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| recovery = 19 | | recovery = 19 | ||
| hitstop = 7 | | hitstop = 7 | ||
| hitstun = | | hitstun = 16 | ||
| blockstun = | | blockstun = 19 | ||
| onhit = | | onhit = -6 | ||
| onblock = | | onblock = -3 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jlk_fd.png|left]]}} | | framedata = [[File:SG_dhl_jlk_fd.png|left]]}} | ||
| | | | ||
* | * Ignites the oil from Stage Hazard. | ||
* Halts downward momentum slightly. | |||
}} | }} | ||
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| recovery = 25 | | recovery = 25 | ||
| hitstop = 10 | | hitstop = 10 | ||
| hitstun = | | hitstun = 27 | ||
| blockstun = | | blockstun = 30 | ||
| onhit = | | onhit = ±0 | ||
| onblock = | | onblock = +3 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jmk_fd.png|left]]}} | | framedata = [[File:SG_dhl_jmk_fd.png|left]]}} | ||
| | | | ||
* Can crossup | * Can crossup. | ||
}} | }} | ||
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| recovery = 36 | | recovery = 36 | ||
| hitstop = 5, 11 | | hitstop = 5, 11 | ||
| hitstun = | | hitstun = 28x2 | ||
| blockstun = | | blockstun = 31x2 | ||
| onhit = | | onhit = -9 | ||
| onblock = | | onblock = -6 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_jhk_fd.png|left]]}} | | framedata = [[File:SG_dhl_jhk_fd.png|left]]}} | ||
| | | | ||
* | * Long very disjointed hitbox, great to harass with and burst bait. | ||
* Lacks hit box in front of Dahlia, use with care. | |||
* Great for pressuring opponent from a distance and zoning. | |||
* Combo after with 236LP KK. | |||
}} | }} | ||
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| guard = {{Property-SG|Throw}} | | guard = {{Property-SG|Throw}} | ||
| properties = {{Property-SG|Damage Scaling|50%}} | | properties = {{Property-SG|Damage Scaling|50%}} | ||
| dmg = 800 | | dmg = 800 (1750 {{NotationIcon-SG|HP}}) | ||
| meter = 5.0% | | meter = 5.0% | ||
| startup = 7 | | startup = 7 | ||
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| hitstun = N/A | | hitstun = N/A | ||
| blockstun = N/A | | blockstun = N/A | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = N/A | ||
| superhitstop = N/A | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_throw_fd.png|left]]}} | | framedata = [[File:SG_dhl_throw_fd.png|left]]}} | ||
| | | | ||
* | * Hold {{NotationIcon-SG|HP}} or {{NotationIcon-SG|LP}} + {{NotationIcon-SG|LK}} while empowered for an enhanced version which does more damage and leaves your victim closer to you for an easier pickup. | ||
* Convert from regular throw midscreen with Shotgun, Barrel or Sticky Bomb. | |||
}} | }} | ||
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| hitstun = N/A | | hitstun = N/A | ||
| blockstun = N/A | | blockstun = N/A | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = N/A | | onblock = N/A | ||
| onpushblock = | | onpushblock = N/A | ||
| superhitstop = N/A | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_airthrow_fd.png|left]]}} | | framedata = [[File:SG_dhl_airthrow_fd.png|left]]}} | ||
| | | | ||
* | * Can convert with OTG 2HK 236LPLK. | ||
}} | }} | ||
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| input = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | | input = {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | version = [[File:SG_dhl_Ammo1.png|32x32px]] | ||
| properties = | | guard = Mid | ||
| dmg = | | properties = {{Property-SG|Tag}}<br>{{Property-SG|Projectile}} | ||
| meter = | | dmg = 750 (400) | ||
| startup = | | meter = 5.14% | ||
| active = | | startup = 39 | ||
| recovery = | | active = -- | ||
| hitstop = | | recovery = 71 | ||
| hitstun = | | hitstop = 16 (9 on block) | ||
| blockstun = | | hitstun = 26 | ||
| onhit = | | blockstun = 21 | ||
| onblock = | | onhit = {{Property-SG|KD}} | ||
| onblock = -40 | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File:SG_dhl_tag_fd.png|left]]}} | | framedata = [[File:SG_dhl_tag_fd.png|left]]}} | ||
|{{AttackData-SG | | |||
| version = [[File:SG_dhl_Ammo2.png|32x32px]] | |||
| guard = Mid | |||
| properties = {{Property-SG|Tag}} | |||
| dmg = 1100 (250) | |||
| meter = 6.0% | |||
| startup = 39 | |||
| active = 3 | |||
| recovery = 68 | |||
| hitstop = 13 (7 on block) | |||
| hitstun = 26 | |||
| blockstun = 17 | |||
| onhit = {{Property-SG|Wall Bounce}} | |||
| onblock = -46 | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_dhl_buck_tag_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = [[File:SG_dhl_Ammo3.png|32x32px]] | |||
| guard = Mid | |||
| properties = {{Property-SG|Tag}}<br>{{Property-SG|Projectile}}<br>{{Property-SG|Sweep}} | |||
| dmg = 800 (500) | |||
| meter = 4.50% | |||
| startup = 39 | |||
| active = 4 | |||
| recovery = 67 | |||
| hitstop = 25 (4 on block) | |||
| hitstun = 28 | |||
| blockstun = 26 | |||
| onhit = {{Property-SG|KD}} | |||
| onblock = -40 | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_dhl_rail_tag_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = [[File:SG_dhl_Ammo4.png|32x32px]] | |||
| guard = Mid | |||
| properties = {{Property-SG|Tag}}<br>{{Property-SG|Projectile}} | |||
| dmg = 300, 400 (100, 200) | |||
| meter = 1.8%, 6.0% | |||
| startup = 39 | |||
| active = -- | |||
| recovery = 71 | |||
| hitstop = 16, 12 (7, 7 on block) | |||
| hitstun = 26, 25 | |||
| blockstun = 23, 19 | |||
| onhit = -28, {{Property-SG|KD}} | |||
| onblock = -40 | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_dhl_fire_tag_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = [[File:SG_dhl_Ammo5.png|32x32px]] | |||
| guard = Mid | |||
| properties = {{Property-SG|Tag}}<br>{{Property-SG|Projectile}} | |||
| dmg = 350, 250 (175, 125) | |||
| meter = 1.93%x2 | |||
| startup = 39 | |||
| active = 1, (18), 1 | |||
| recovery = 71 | |||
| hitstop = (7, 2 on block) | |||
| hitstun = 108 | |||
| blockstun = 20 | |||
| onhit = +86 | |||
| onblock = -37 | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_dhl_ice_tag_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = [[File:SG_dhl_Ammo6.png|32x32px]] | |||
| guard = Mid | |||
| properties = {{Property-SG|Tag}}<br>{{Property-SG|Projectile}} | |||
| dmg = 375x3 (100x3) | |||
| meter = 1.44%x3 | |||
| startup = 39 | |||
| active = 1, (3), 1, (2), 1 | |||
| recovery = 71 | |||
| hitstop = 43 (13 on block) | |||
| hitstun = 14 | |||
| blockstun = 17 | |||
| onhit = +8 | |||
| onblock = -40 | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_dhl_electric_tag_fd.png|left]]}} | |||
|{{AttackData-SG | | |||
| version = Empty | |||
| guard = N/A | |||
| properties = {{Property-SG|Tag}} | |||
| dmg = N/A | |||
| meter = N/A | |||
| startup = 39 | |||
| active = N/A | |||
| recovery = 71 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = | |||
| framedata = [[File:SG_dhl_empty_tag_fd.png|left]]}} | |||
| | | | ||
* | * Uses ammo, fires a shot of the previously loaded type. | ||
* If Dahlia has no ammo the tag animation plays but no shot is fired. | |||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
Line 695: | Line 853: | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|MP}} + {{NotationIcon-SG|MK}} '''/''' {{NotationIcon-SG|236}} + {{NotationIcon-SG|HP}} + {{NotationIcon-SG|HK}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Snapback}} | ||
| dmg = | | dmg = 0 | ||
| meter = | | meter = -100% | ||
| startup = | | startup = 12 + 3 | ||
| active = | | active = 4 | ||
| recovery = | | recovery = 44 | ||
| hitstop = | | hitstop = 9 | ||
| hitstun = | | hitstun = 21 | ||
| blockstun = | | blockstun = 30 | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = -21 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File:SG_dhl_snap_fd.png|left]]}} | | framedata = [[File:SG_dhl_snap_fd.png|left]]}} | ||
| | | | ||
* | * Causes the barrel to explode if hit directly. | ||
}} | }} | ||
Line 718: | Line 876: | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File:SG_dhl_kk.png|225px]] | | pic = [[File:SG_dhl_kk.png|225px]] | ||
| hitbox = | | hitbox = | ||
| caption = | | caption = | ||
| name = Onslaught | | name = Onslaught | ||
| input = {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} '''(Air OK)''' | | input = {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} '''(Air OK)''' OR [[File:6.gif]][[File:6.gif]] '''(Air)''' | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = | | version = | ||
| guard = | | guard = N/A | ||
| properties = | | properties = - | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = 0% | ||
| startup = 10 | | startup = 10 | ||
| active = - | | active = - | ||
| recovery = | | recovery = 23 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = N/A | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_kk_fd.png|left]]}} | | framedata = [[File:SG_dhl_kk_fd.png|left]]}} | ||
| | | | ||
* She got UNI Assault | * She got UNI Assault | ||
* A command hop that propels Black Dahlia upwards and forwards. | |||
* The grounded version cannot go over an opponent, and will adjust its trajectory to land right in front of the opponent. | |||
* Can "chain" to normals and specials after 10 frames of mandatory startup. | * Can "chain" to normals and specials after 10 frames of mandatory startup. | ||
* Airborne on frame 6 if done from the ground. | * Airborne on frame 6 if done from the ground. | ||
Line 749: | Line 909: | ||
| pic = [[File:SG_dhl_qcfp.png|225px]] | | pic = [[File:SG_dhl_qcfp.png|225px]] | ||
| hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | | hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | ||
| caption = " | | caption = "A classic!" | ||
| name = Order Up! | | name = Order Up! [[File:SG_dhl_Ammo1.png|32x32px]] | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | |||
| | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|P}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}} | |||
| dmg = 750 (400) | |||
| meter = (2.5%) 5.14% | |||
| startup = 23 | |||
| active = -- | |||
| recovery = 32 | |||
| hitstop = 16, 9 on block | |||
| hitstun = 26 | |||
| blockstun = 21 | |||
| onhit = +11, {{Property-SG|KD}} in air | |||
| onblock = -1 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcfp_standard_fd.png|left]]}} | |||
| | |||
* Dahlia shoots her gun, with different properties depending on ammo type. Grounded LP shoots straight ahead, while MP and HP point upwards. Air LP points downwards, MP points straight ahead, and HP points upwards. | |||
* Standard Shot - Regular projectile that lightly explodes, arcs downwards when fired. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_qcfp.png|225px]] | |||
| hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | |||
| caption = "Medici Mule!" | |||
| name = Order Up! [[File:SG_dhl_Ammo2.png|32x32px]] | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | |||
| | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|P}} | |||
| guard = Mid (ground) {{Property-SG|High}} (air) | |||
| properties = - | |||
| dmg = 1100 (250) | |||
| meter = (2.5%) 6% | |||
| startup = 21 | |||
| active = 2 | |||
| recovery = 30 | |||
| hitstop = 13 | |||
| hitstun = 26 | |||
| blockstun = 26 | |||
| onhit = {{Property-SG|Wall Bounce}} | |||
| onblock = +8 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcfp_buck_fd.png|left]]}} | |||
| | |||
* Buck Shot - A large shotgun blast instead of a projectile, bounces the opponent off of the walls or ceiling. Reaches midrange. | |||
* Highest damage with the least amount of damage scaling out of all shots. | |||
* If the same strength is used in a combo, the damage is reduced to 880 until the combo ends. Use all 3 strengths in the air and on the ground to maximize damage. | |||
* Ignites the oil from Stage Hazard. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_qcfp.png|225px]] | |||
| hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | |||
| caption = "Screwdriver!" | |||
| name = Order Up! [[File:SG_dhl_Ammo3.png|32x32px]] | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | |||
| | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|P}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}}<br>{{Property-SG|Sweep}} | |||
| dmg = 800 (500) | |||
| meter = (2.5%) 4.5% | |||
| startup = 21 | |||
| active = 4 | |||
| recovery = 30 | |||
| hitstop = 25, 4 on block | |||
| hitstun = 28 | |||
| blockstun = 26 | |||
| onhit = {{Property-SG|KD}} | |||
| onblock = -1 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcfp_rail_fd.png|left]]}} | |||
| | |||
* Rail Shot - Shoots a teal beam in a straight line. | |||
* Breaks armor. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_qcfp.png|225px]] | |||
| hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | |||
| caption = "Hot Toddy!" | |||
| name = Order Up! [[File:SG_dhl_Ammo4.png|32x32px]] | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | |||
| | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|P}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}} | |||
| dmg = 300, 400 (100, 200) | |||
| meter = (2.5%) 1.8%, 6% | |||
| startup = 21 | |||
| active = -- | |||
| recovery = 32 | |||
| hitstop = 16, 12 (7, 7 on block) | |||
| hitstun = 26, 25 | |||
| blockstun = 23, 19 | |||
| onhit = +11, {{Property-SG|KD}} | |||
| onblock = -1 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcfp_fire_fd.png|left]]}} | |||
| | |||
* Fire Shot - Arcs downward when fired, first hit taps opponent before exploding on the ground. Will simply explode on the ground if it doesn’t hit an opponent. | |||
* 28 frame gap between blocking the first hit and the second hit exploding. | |||
* Ignites the oil from Stage Hazard. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_qcfp.png|225px]] | |||
| hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | |||
| caption = "Bottoms up!" | |||
| name = Order Up! [[File:SG_dhl_Ammo5.png|32x32px]] | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | |||
| | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|P}} | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}},<br>{{Property-SG|Damage Scaling|75%}} | |||
| dmg = 350, 250 (175, 125) | |||
| meter = (2.5%) 1.93%x2 | |||
| startup = 21 | |||
| active = 1, (18), 1 | |||
| recovery = 32 | |||
| hitstop = (7, 2 on block) | |||
| hitstun = 108 / 61 / 20 | |||
| blockstun = 20 | |||
| onhit = +108 / +61 / +20 | |||
| onblock = +2 | |||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcfp_ice_fd.png|left]]}} | |||
| | |||
* Ice Shot - Projectile that freezes the opponent on hit, trapping them for a long time. Arcs downward when fired. | |||
* Possibilities are endless with the amount of hitstun from this kind of shot. | |||
* Hitstun is decreased for each successive use in a combo, up to 3 times. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_qcfp.png|225px]] | |||
| hitbox = [[File:SG_dhl_qcfp_hb.png|225px]] | |||
| caption = "Dark and stormy!" | |||
| name = Order Up! [[File:SG_dhl_Ammo6.png|32x32px]] | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | ||
| | | | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = {{NotationIcon-SG|P}} | | version = {{NotationIcon-SG|P}} | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}} | ||
| dmg = | | dmg = 375x3 (100x3) | ||
| meter = | | meter = (2.5%) 1.44%x3 | ||
| startup = | | startup = 21 | ||
| active = | | active = 1, (3), 1, (2), 1 | ||
| recovery = | | recovery = 32 | ||
| hitstop = | | hitstop = 47, (13 on block) | ||
| hitstun = | | hitstun = 14 | ||
| blockstun = | | blockstun = 17 | ||
| onhit = | | onhit = +30 | ||
| onblock = | | onblock = -1 | ||
| onpushblock = | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcfp_electric_fd.png|left]]}} | |||
| | |||
* Lightning Shot - Projectile with extra hits and stun compared to Standard shot. Moves in a straight line. | |||
* Characters hit with electricity are stalled mid-air. | |||
}} | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_qcfp_empty.png|225px]] | |||
| caption = "Just kidding!" | |||
| name = Order Up! (Empty) | |||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|P}} '''(Air OK)''' | |||
| | |||
|{{AttackData-SG | | |||
| version = {{NotationIcon-SG|P}} | |||
| guard = N/A | |||
| properties = -- | |||
| dmg = N/A | |||
| meter = (2.5%) | |||
| startup = 36 | |||
| active = N/A | |||
| recovery = 12 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
}} | |||
| | | | ||
* Dahlia | * Dahlia attempts to shoot her gun, leaving her wide open. | ||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File:SG_dhl_qcbp.png|225px]] | | pic = [[File:SG_dhl_qcbp.png|225px]] | ||
| hitbox = | | hitbox = | ||
| caption = "Shaken, not stirred." | | caption = "Shaken, not stirred." | ||
| name = Another Round | | name = Another Round | ||
Line 789: | Line 1,119: | ||
| | | | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = N/A | |||
| guard = | | properties = - | ||
| properties = | | dmg = N/A | ||
| dmg = | | meter = 0% | ||
| meter = | | startup = 28 | ||
| startup = | | active = N/A | ||
| active = | | recovery = 33 (22 Rush Order) | ||
| recovery = | | hitstop = N/A | ||
| hitstop = | | hitstun = N/A | ||
| hitstun = | | blockstun = N/A | ||
| blockstun = | | onhit = N/A | ||
| onhit = | | onblock = N/A | ||
| onblock = | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File:SG_dhl_qcbp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcbp_fd.png|left]]<br>[[File:SG_dhl_qcbp_perfect_fd.png|left]]}} | ||
| | | | ||
* Dahlia reloads her ammo, with the LP version loading all slots with standard ammo, MP loading the | * Dahlia reloads her ammo, with the LP version loading all slots with standard ammo, MP loading the 2nd slot with a special ammo type, and HP loading the 3rd and 5th slots with special ammo types. | ||
* Special bullet types are loaded on a randomized cycle, and once all 5 types have been loaded a new cycle is generated. HP reload will always give two different types of special bullet, and any special bullets obtained on one reload are locked out of the next one. | * Special bullet types are loaded on a randomized cycle, and once all 5 types have been loaded a new cycle is generated. HP reload will always give two different types of special bullet, and any special bullets obtained on one reload are locked out of the next one. | ||
* Pressing any punch button as the bullets reach their apex will shorten the move's recovery. | |||
* Ammo is reloaded on the 29th frame. | |||
* Can be used in-between rounds. | |||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File:SG_dhl_qcbk.png|225px]] | | pic = [[File:SG_dhl_qcbk.png|225px]] | ||
| caption = "I fancy Earl Grey." | |||
| caption = "I fancy | |||
| name = Tea Time / Tea Slip | | name = Tea Time / Tea Slip | ||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} | ||
Line 819: | Line 1,150: | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = Set | | version = Set | ||
| guard = | | guard = N/A | ||
| properties = | | properties = - | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = (2.5%) | ||
| startup = | | startup = 26 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 10 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = N/A | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_qcbk_set_fd.png|left]]}} | |||
||{{AttackData-SG | | |||
| version = Activate | |||
| guard = N/A | |||
| properties = {{Property-SG|Invuln. (Full)}} (Frame 10) | |||
| dmg = N/A | |||
| meter = (2.5%) | |||
| startup = 24 | |||
| active = N/A | |||
| recovery = 34 | |||
| hitstop = N/A | |||
| hitstun = N/A | |||
| blockstun = N/A | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_qcbk_tele_fd.png|left]]}} | ||
||{{AttackData-SG | | ||{{AttackData-SG | | ||
| version = Activate | | version = Activate (Fake) | ||
| guard = | | guard = N/A | ||
| properties = | | properties = {{Property-SG|Invuln. (Full)}} (Frame 10) | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = (2.5%) | ||
| startup = | | startup = 24 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 29 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_qcbk_fake_fd.png|left]]}} | ||
| | | | ||
* On the first use, Dahlia throws a doily on the ground. Using the same strength twice in a row will teleport her to the doily, using a different strength will replace the doily with a new one. | * On the first use, Dahlia throws a doily on the ground. Using the same strength twice in a row will teleport her to the doily, using a different strength will replace the doily with a new one. | ||
* Teleporting while holding K or having an assist on screen will cause her to feint and teleport in place. | * Teleporting while holding K or having an assist on screen will cause her to feint and teleport in place. | ||
* Doily takes 84 frames to set for all strengths. | |||
* Last 10 frames of teleport recovery can be cancelled into anything. | |||
}} | }} | ||
Line 864: | Line 1,214: | ||
| | | | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = Mid | |||
| guard = | | properties = {{Property-SG|Hit Grab}}, {{Property-SG|Damage Scaling|55%}} | ||
| properties = {{Property-SG|Hit Grab}} | | dmg = 200, 50, 500 (150) | ||
| dmg = | | meter = (2.5%) 7.5% | ||
| meter = | | startup = 16 | ||
| startup = | | active = 2 | ||
| active = | | recovery = 42 | ||
| recovery = | | hitstop = 25 (9 on block) | ||
| hitstop = | | hitstun = 22 | ||
| hitstun = | | blockstun = 19 | ||
| blockstun = | | onhit = +15 | ||
| onhit = | | onblock = -15 | ||
| onblock = | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_qcflklp_fd.png|left]]}} | ||
| | | | ||
* Dahlia grabs the opponent and then enters Empower state, which lets her power up a HP normal or her ground throw by holding HP during the animation. Once she uses a powered up move, she exits the state. | * Dahlia grabs the opponent and then enters Empower state, which lets her power up a HP normal or her ground throw by holding HP during the animation. Once she uses a powered up move, she exits the state. | ||
* If Empower is used a second time in a combo, your victim falls into a {{Property-SG|Soft KD (Invuln.)}} | |||
}} | }} | ||
Line 894: | Line 1,244: | ||
| version = Parry | | version = Parry | ||
| guard = N/A | | guard = N/A | ||
| properties = | | properties = - | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = (2.5%) | ||
| startup = | | startup = 0 | ||
| active = | | active = 26 | ||
| recovery = | | recovery = 44 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = N/A | |||
| superhitstop = N/A | |||
| framedata = [[File:SG_dhl_rdp_miss_fd.png|left]]}} | |||
||{{AttackData-SG | | |||
| version = Riposte | |||
| guard = Mid | |||
| properties = {{Property-SG|Invuln. (Full)}} (Frame 1), {{Property-SG|Sweep}} | |||
| dmg = 1200 (150) | |||
| meter = 18% | |||
| startup = 17 | |||
| active = 3 | |||
| recovery = 35 | |||
| hitstop = 14 (6 on block) | |||
| hitstun = 20 | |||
| blockstun = 20 | |||
| onhit = {{Property-SG|Crumple}} | |||
| onblock = -11 | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_rdpk_fd.png|left]]}} | ||
| | |||
||{{AttackData-SG | | ||{{AttackData-SG | | ||
| version = | | version = Teleport | ||
| guard = | | guard = N/A | ||
| properties = | | properties = {{Property-SG|Invuln. (Full)}} (Frame 1) | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = 0 | ||
| startup = | | startup = 6 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 32 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = N/A | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_rdphk_fd.png|left]]}} | ||
| | | | ||
* Ayo she got Testament Warrant. | * Ayo she got Testament Warrant. | ||
* Doesn't work against bursts. | |||
* {{NotationIcon-SG|LK}} will strike in front. | |||
* {{NotationIcon-SG|MK}} will strike behind. | |||
* {{NotationIcon-SG|HK}} will teleport to a placed doily (if it exists) otherwise the input does nothing. Also works on projectiles. | |||
* Last 10 frames of {{NotationIcon-SG|HK}} teleport can be cancelled into anything in the same way as Tea Slip. | |||
<br> | |||
:Riposte and Teleport frame data graph show it countering on the first possible frame. | |||
}} | }} | ||
Line 939: | Line 1,314: | ||
| input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | | input = {{NotationIcon-SG|236}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}},<br>{{Property-SG|Minimum Scaling|55%}} (Oil)<br>{{Property-SG|Minimum Scaling|45%}} (Barrel explosion) | ||
| dmg = | | dmg = 200, 100xN, 1500 (100, 100xN, 500) | ||
| meter = | | meter = -100% | ||
| startup = | | startup = 7 + 8 | ||
| active = | | active = -- | ||
| recovery = | | recovery = 30 | ||
| hitstop = | | hitstop = 10 (1 on block) | ||
| hitstun = | | hitstun = 20 | ||
| blockstun = | | blockstun = 13 | ||
| onhit = | | onhit = {{Property-SG|KD}} (Barrel)<br>{{Property-SG|Sliding KD}} (Oil)<br>{{Property-SG|KD}} (Barrel Explosion) | ||
| onblock = | | onblock = -14 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_qcflkmk_fd.png|left]]<br>[[File:SG_dhl_qcflkhk_fd.png|left]]<br>[[File:SG_dhl_qcfmkhk_fd.png|left]]}} | ||
| | | | ||
* Dahlia pulls out an oil barrel and kicks it forward, leaving oil puddles behind it | * Dahlia pulls out an oil barrel and kicks it forward, leaving oil puddles behind it. | ||
* Certain fire-based moves from Dahlia can ignite the oil, causing a large burst of flames. | * Certain fire-based moves from Dahlia can ignite the oil, causing a large burst of flames. | ||
* Hitting the barrel will send it forward with an attack, similar to Ms Fortune's Decap Attack | * Hitting the barrel will send it forward with an attack, similar to Ms Fortune's Decap Attack. | ||
* The barrel loses health when it collides with targets, not when it gets hit by attacks. | |||
* Barrel becomes damaged after 5 collisions and explodes on the 6th. | |||
* Dealing enough damage to the barrel will cause it to explode. It'll explode instantly when hit by an oil puddle explosion. | * Dealing enough damage to the barrel will cause it to explode. It'll explode instantly when hit by an oil puddle explosion. | ||
}} | }} | ||
Line 971: | Line 1,348: | ||
| version = Set | | version = Set | ||
| guard = Mid | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}}<br>{{Property-SG|Damage Scaling|55%}} | ||
| dmg = 0 | | dmg = 0 | ||
| meter = -100% | | meter = -100% | ||
| startup = | | startup = 10 + 0 | ||
| active = | | active = -- | ||
| recovery = | | recovery = 39 | ||
| hitstop = | | hitstop = 13 | ||
| hitstun = | | hitstun = 25 | ||
| blockstun = | | blockstun = 17 | ||
| onhit = | | onhit = {{Property-SG|Stagger}} (+37 / +52 CH) OR +3 | ||
| onblock = | | onblock = -16 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_qcfpp_throw_fd.png|left]]}} | ||
||{{AttackData-SG | | ||{{AttackData-SG | | ||
| version = Detonate | | version = Detonate | ||
| guard = Mid | | guard = Mid | ||
| properties = | | properties = {{Property-SG|Projectile}}<br>{{Property-SG|Minimum Scaling|45%}} | ||
| dmg = | | dmg = 1750 (200) | ||
| meter = 0% | | meter = 0%, -100% (if DHC) | ||
| startup = | | startup = 9 + 7 | ||
| active = | | active = 10 | ||
| recovery = | | recovery = 32 | ||
| hitstop = | | hitstop = 9 | ||
| hitstun = | | hitstun = 24 | ||
| blockstun = | | blockstun = 20 | ||
| onhit = | | onhit = {{Property-SG|KD}} | ||
| onblock = | | onblock = -12 | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File: | | framedata = [[File:SG_dhl_qcfpp_det_fd.png|left]]}} | ||
| | | | ||
* Dahlia chucks a bundle of dynamite that sticks to the opponent, bunny girls, any assist, or the ground that can be manually detonated later. | * Dahlia chucks a bundle of dynamite that sticks to the opponent, bunny girls, any assist, or the ground that can be manually detonated later. | ||
* You cannot DHC from the detonation. | |||
* Ignites the oil from Stage Hazard on detonation. | |||
* If a character stuck with dynamite is tagged out, dynamite will stay on that character after tagging back in. | * If a character stuck with dynamite is tagged out, dynamite will stay on that character after tagging back in. | ||
* Dynamite is removed if they perform a successful snapback. | |||
* Will only stick to allies if {{NotationIcon-SG|HP}} is used in the input. | |||
* If Dahlia dies and the dynamite is still ticking: | |||
** It takes 199f (2.6s) to explode on its own. | |||
** If stuck to the enemy point character it will fall off and arm itself. | |||
** If stuck to an ally assist, it will fall off and arm itself when the character arrives on incoming, to protect them. | |||
** If stuck to an enemy assist, it will fall off immediately from the camera edge behind the point character and arm itself. | |||
** If stuck to a Bunny Girl, it will fall off and arm itself when the Bunny Girl leaves. | |||
* Detonation can be delayed for dramatic effect during super hitstop (at the cost of up to 1 meter). | |||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File:SG_dhl_qcbkk.png|225px]] | | pic = [[File:SG_dhl_qcbkk.png|225px]] | ||
| caption = "What'll it be?" | | caption = "What'll it be?" | ||
| name = Last Call | | name = Last Call | ||
Line 1,016: | Line 1,402: | ||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|K}} + {{NotationIcon-SG|K}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = | | guard = N/A | ||
| properties = | | properties = - | ||
| dmg = | | dmg = N/A | ||
| meter = | | meter = -100% | ||
| startup = | | startup = 8 + 0 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 31 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
Line 1,035: | Line 1,421: | ||
* During the super flash, pressing buttons will load in one bullet: | * During the super flash, pressing buttons will load in one bullet: | ||
** {{NotationIcon-SG|LP}} - Standard Shot [[File:SG_dhl_Ammo1.png||32x32px]] | ** {{NotationIcon-SG|LP}} - Standard Shot [[File:SG_dhl_Ammo1.png||32x32px]] | ||
** {{NotationIcon-SG|MP}} - Buck Shot | ** {{NotationIcon-SG|MP}} - Buck Shot [[File:SG_dhl_Ammo2.png||32x32px]] | ||
** {{NotationIcon-SG|HP}} - Rail Shot | ** {{NotationIcon-SG|HP}} - Rail Shot [[File:SG_dhl_Ammo3.png||32x32px]] | ||
** {{NotationIcon-SG|LK}} - Fire Shot [[File:SG_dhl_Ammo4.png||32x32px]] | ** {{NotationIcon-SG|LK}} - Fire Shot [[File:SG_dhl_Ammo4.png||32x32px]] | ||
** {{NotationIcon-SG|MK}} - Ice Shot [[File:SG_dhl_Ammo5.png||32x32px]] | ** {{NotationIcon-SG|MK}} - Ice Shot [[File:SG_dhl_Ammo5.png||32x32px]] | ||
** {{NotationIcon-SG|HK}} - Lightning Shot [[File:SG_dhl_Ammo6.png||32x32px]] | ** {{NotationIcon-SG|HK}} - Lightning Shot [[File:SG_dhl_Ammo6.png||32x32px]] | ||
** If no buttons are pressed, standard shots will gradually be loaded automatically | ** If no buttons are pressed, standard shots will gradually be loaded automatically. | ||
* If done in a combo, all metergain is disabled from shooting the gun until the combo ends. Performing a regular reload (Another Round) will remove the penalty mid combo. | |||
}} | }} | ||
Line 1,051: | Line 1,438: | ||
| input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | | input = {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| version = Summon | |||
| guard = - | | guard = - | ||
| properties = - | | properties = - | ||
| dmg = N/A | | dmg = N/A | ||
| meter = -300 | | meter = -300% | ||
| startup = | | startup = 5 + 0 | ||
| active = | | active = N/A | ||
| recovery = | | recovery = 24 | ||
| hitstop = | | hitstop = N/A | ||
| hitstun = | | hitstun = N/A | ||
| blockstun = | | blockstun = N/A | ||
| onhit = | | onhit = N/A | ||
| onblock = | | onblock = N/A | ||
| onpushblock = | | onpushblock = | ||
| superhitstop = | | superhitstop = | ||
| framedata = [[File:SG_dhl_qcbpp_fd.png|left]]}} | | framedata = [[File:SG_dhl_qcbpp_fd.png|left]]}} | ||
| | |||
|{{AttackData-SG | | |||
| version = Bonnie (Shotgun) | |||
| guard = Mid | |||
| properties = {{Property-SG|Minimum Scaling|45%}}<br>{{Property-SG|Damage Scaling|75%}} | |||
| dmg = 850x3 (200x3) | |||
| meter = N/A | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = N/A | |||
| hitstop = 45 (8 on block) | |||
| hitstun = 20 | |||
| blockstun = 23 | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
}} | |||
|{{AttackData-SG | | |||
| version = Killer (Knife) | |||
| guard = Mid | |||
| properties = {{Property-SG|Minimum Scaling|45%}}<br>{{Property-SG|Damage Scaling|75%}} | |||
| dmg = 600x3 (0x3) | |||
| meter = N/A | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = N/A | |||
| hitstop = 45 (8 on block) | |||
| hitstun = 20 | |||
| blockstun = 23 | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
}} | |||
|{{AttackData-SG | | |||
| version = Buttercup (Pistol) | |||
| guard = Mid | |||
| properties = {{Property-SG|Minimum Scaling|45%}}<br>{{Property-SG|Damage Scaling|75%}} | |||
| dmg = 400x3 (150x3) | |||
| meter = N/A | |||
| startup = N/A | |||
| active = N/A | |||
| recovery = N/A | |||
| hitstop = 35 (8 on block) | |||
| hitstun = 20 | |||
| blockstun = 23 | |||
| onhit = N/A | |||
| onblock = N/A | |||
| onpushblock = | |||
| superhitstop = N/A | |||
}} | |||
| | | | ||
* Dahlia rings a bell to summon her three stooges that act independently from her, with each having their own attack and pattern. | * Dahlia rings a bell to summon her three stooges that act independently from her, with each having their own attack and pattern. | ||
* Bonnie moves towards the front of your opponent, she waits 100f before her next attack. | |||
* Killer alternates between striking the front and back of your opponent, she waits 85f before her next attack. | |||
* Buttercup maintains a distance from your opponent, she waits 100f before her next attack. | |||
* Buttercup shoots at targets 86 units off the ground or lower. | |||
* Common delay of 20F before the girls can attack when recovering from physical hitstun. | |||
* Common delay of 10F before the girls can attack when recovering from projectile hitstun. | |||
* Delays also start on the last frame of whatever the state is before they go to idle. | |||
* Total lifetime is 20s (1440 frames) if you somehow wait them out. | |||
* The girls don't do bonus damage on Counter Hit. | |||
* If the point character is hit with a snap, the girls leave. | |||
* If a girl is hit with a snap, they will instantly die. | |||
* The girls take 2 non-projectile hits to die. | |||
* Projectiles will knock the girls back, but doesn't deal any damage to them. | |||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File: | | pic = [[File:SG_dhl_gnqcbpp.png|225px]] | ||
| caption = "Here bunnies!" | |||
| caption = | | name = Death Toll | ||
| name = | | input = '''Girls Night''', then<br> {{NotationIcon-SG|214}} + {{NotationIcon-SG|P}} + {{NotationIcon-SG|P}} | ||
| input = | |||
|{{AttackData-SG | | |{{AttackData-SG | | ||
| guard = N/A | | guard = N/A | ||
| properties = - | | properties = - | ||
| dmg = N/A | | dmg = N/A | ||
| meter = | | meter = N/A | ||
| startup = N/A | | startup = N/A | ||
| active = N/A | | active = N/A | ||
| recovery = | | recovery = 70 | ||
| hitstop = N/A | | hitstop = N/A | ||
| hitstun = N/A | | hitstun = N/A | ||
| blockstun = N/A | | blockstun = N/A | ||
| onhit = N/A | | onhit = N/A | ||
| onblock = N/A | | onblock = N/A | ||
| onpushblock = N/A | |||
| superhitstop = N/A}} | |||
| | |||
* A taunt that's only available while the Girls Night bunnies are on screen. Black Dahlia rings her bell. | |||
}} | |||
===Taunt=== | |||
{{MoveData-SG | |||
| pic = [[File:SG_dhl_taunt.png|225px]] | |||
| hitbox = [[File:SG_dhl_taunt_hb.png|225px]] | |||
| caption = "Enough talk. Have at you!" | |||
| name = It's Apple Juice | |||
| input = {{NotationIcon-SG|MP}} , {{NotationIcon-SG|LP}} , [[File:4.gif]] , {{NotationIcon-SG|LK}} , {{NotationIcon-SG|MK}} | |||
|{{AttackData-SG | | |||
| guard = Mid | |||
| properties = {{Property-SG|Projectile}} | |||
| dmg = N/A | |||
| meter = 0% | |||
| startup = 62 | |||
| active = -- | |||
| recovery = 28 | |||
| hitstop = 4 (60 on CH) | |||
| hitstun = 27 | |||
| blockstun = 23 | |||
| onhit = +4 (+60 CH) | |||
| onblock = ±0 | |||
| onpushblock = | | onpushblock = | ||
| superhitstop = N/A}} | | superhitstop = N/A}} | ||
| | | | ||
* Dudley rose | * Dudley rose | ||
* Deals no damage | * Deals no damage. | ||
* Puts opponent in absurd amount of hitstop on CH | * Puts opponent in absurd amount of hitstop on CH. | ||
* Adjust the trajectory of her thrown glass by holding forwards or backwards. | |||
* Guarantees that the little snowman on the freeze animation will appear after hitting the opponent with an Ice Shot. | |||
}} | }} | ||
{{MoveData-SG | {{MoveData-SG | ||
| pic = [[File: | | pic = [[File:SG_dhl_assist.png|225px]] | ||
| hitbox = | | hitbox = | ||
| caption = | | caption = "OHHohohohohoho." | ||
| name = Assist Taunt | | name = Assist Taunt | ||
| input = Automatically done after an assist move | | input = Automatically done after an assist move | ||
Line 1,113: | Line 1,591: | ||
| startup = N/A | | startup = N/A | ||
| active = N/A | | active = N/A | ||
| recovery = | | recovery = 51 | ||
| hitstop = N/A | | hitstop = N/A | ||
| hitstun = N/A | | hitstun = N/A | ||
Line 1,132: | Line 1,610: | ||
| text2=Original alternate color palette. | | text2=Original alternate color palette. | ||
| text3=Original alternate color palette. | | text3=Original alternate color palette. | ||
| text4=Original alternate color palette. | | text4=Original alternate color palette. | ||
| text5=Original alternate color palette. | | text5=Original alternate color palette. | ||
| text6=Original alternate color palette. | | text6=Original alternate color palette. | ||
| text7= | | text7=Based on [https://doom.fandom.com/wiki/Doom_Slayer Doom Slayer] from the Doom series. | ||
| text8=Based on | | text8=Based on [https://streetfighter.fandom.com/wiki/M._Bison Dictator] from the Street Fighter series. | ||
| text9=Based on | | text9=Based on [https://residentevil.fandom.com/wiki/Alcina_Dimitrescu Lady Dimitrescu] from Resident Evil 8. | ||
| text10=Based on | | text10=Based on [https://ultrakill.fandom.com/wiki/V1 V1] from Ultrakill. | ||
| text11=Based on | | text11=Based on [https://soulcalibur.fandom.com/wiki/Ivy Ivy Valentine] from the Soulcalibur series. | ||
| text12=Based on | | text12=Based on [https://metroid.fandom.com/wiki/Dark_Samus Dark Samus] from the Metroid series. | ||
| text13=Based on | | text13=Based on [https://en.wikipedia.org/wiki/Cruella_de_Vil Cruella de Vil] from Disney's 101 Dalmatians. | ||
| text14=Based on | | text14=Based on [https://finalfantasy.fandom.com/wiki/Barret_Wallace Barret Wallace] from Final Fantasy VII. | ||
| text15=Based on | | text15=Based on [https://deltarune.fandom.com/wiki/Queen Queen] from Deltarune. | ||
| text16=Based on | | text16=Based on [https://cowboybebop.fandom.com/wiki/Faye_Valentine Faye Valentine] from Cowboy Bebop. | ||
| text17=Based on | | text17=Based on [https://guiltygear.fandom.com/wiki/Elphelt_Valentine Elphelt Valentine] from Guilty Gear XRD -Sign-. | ||
| text18=Based on | | text18=Based on [https://theowlhouse.fandom.com/wiki/Emperor_Belos Emperor Belos] from The Owl House. | ||
| text19=Based on | | text19=Based on [https://bulbapedia.bulbagarden.net/wiki/Opal Opal] from Pokémon Sword and Shield. | ||
| text20=Based on | | text20=Based on [https://hero.fandom.com/wiki/Jun_the_Swan Jun the Swan] from Science Ninja Team Gatchaman. | ||
| text21=Based on | | text21=Based on [https://wiki.teamfortress.com/wiki/Demoman BLU Demoman] from Team Fortress 2. | ||
| text22=Based on | | text22=Based on [https://wiki.teamfortress.com/wiki/Demoman RED Demoman] from Team Fortress 2. | ||
| text23=Based on | | text23=Based on [https://guiltygear.fandom.com/wiki/Ramlethal_Valentine Ramlethal Valentine] from the Guilty Gear series (Strive costume). | ||
| text24=Based on | | text24=Based on [https://residentevil.fandom.com/wiki/Ada_Wong Ada Wong] from the Resident Evil series. | ||
| text25=Based on | | text25=Based on [https://wanderoveryonder.fandom.com/wiki/Lord_Dominator Lord Dominator] from Wander over Yonder. | ||
| text26=Based on | | text26=Based on [https://darkstalkers.fandom.com/wiki/Baby_Bonnie_Hood B.B. Hood/Bulleta] from the Darkstalkers series. | ||
| text27=Based on | | text27=Based on [https://sonic.fandom.com/wiki/Surge_the_Tenrec Surge the Tenrec] from the Sonic the Hedgehog Comic Series. | ||
| text28=Based on | | text28=Based on [https://deltarune.fandom.com/wiki/Spamton Spamton NEO] from Deltarune. | ||
| text29=Based on | | text29=Based on [https://guiltygear.fandom.com/wiki/Venom Venom] from the Guilty Gear series. | ||
| text30=Based on | | text30=Based on [https://megaman.fandom.com/wiki/Vile Vile] from the Megaman X series. | ||
| text31=Based on | | text31=Based on [https://en.touhouwiki.net/wiki/Utsuho_Reiuji Utsuho Reiuji] from the Touhou series. | ||
| color1=SG_dhl_color1.png | | color1=SG_dhl_color1.png | ||
| color2=SG_dhl_color2.png | | color2=SG_dhl_color2.png | ||
Line 1,219: | Line 1,697: | ||
|- style="vertical-align:top" align=left | |- style="vertical-align:top" align=left | ||
| | [[File:SG winpose BDLPLKMPMK.jpg|200px]] | | | [[File:SG winpose BDLPLKMPMK.jpg|200px]] | ||
| width="400" | <b> | | width="400" | <b>Win pose 1:<br/>Hold</b> {{NotationIcon-SG|LP}} OR {{NotationIcon-SG|LK}} OR {{NotationIcon-SG|MP}} OR {{NotationIcon-SG|MK}}<br>Black Dahlia disappears and reappears, lounging on her throne as her Bunnies serve her tea and a cake with a design unique to each character she KOs last. | ||
''Nothing like the satisfaction of a job well done.'' | ''Nothing like the satisfaction of a job well done.'' | ||
Line 1,227: | Line 1,705: | ||
|- style="vertical-align:top" align=left | |- style="vertical-align:top" align=left | ||
| | [[File:SG winpose BDHP.jpg|200px]] | | | [[File:SG winpose BDHP.jpg|200px]] | ||
| | <b> | | | <b>Win pose 2:<br/>Hold</b> {{NotationIcon-SG|HP}}<br/>Black Dahlia laughs maniacally.<br/>''"Maniacal laughter"'' | ||
|- style="vertical-align:top" align=left | |- style="vertical-align:top" align=left | ||
| | [[File:SG winpose BDHK.jpg|200px]] | | | [[File:SG winpose BDHK.jpg|200px]] | ||
| | <b> | | | <b>Win pose 3:<br/>Hold</b> {{NotationIcon-SG|HK}}<br/>Black Dahlia wraps herself in her doily and warps away.<br/>''Disappointing.'' | ||
|- style="vertical-align:top" align=left | |||
| | [[File:SG_winpose_BD_secret_MK.png|200px]] | |||
| | <b>Secret win pose:<br/>Hold</b> {{NotationIcon-SG|MK}} with alternate voice set.<br/>Black Dahlia throws her back out.<br/>''Oh dear, my hip is acting up.'' | |||
|} | |} | ||
==Victory Cakes== | |||
[[File:SG_winpose_BD_cakes.jpg|800px]] | |||
== Players to Watch == | == Players to Watch == | ||
{| | {{PlayerList|colorPrefix=SG_dhl_color|data= | ||
{{PlayerListEntry | |||
|name = SonicFox | |||
| | |color = 29 | ||
| | |region = us | ||
| | |regionNote = NY | ||
|} | |status = Active | ||
|notes = {{CharLink-SG|dhl| 2MK}} / {{CharLink-SG|ann| H DP}} / {{CharLink-SG|rfo| H Beam}} <br>Considered the strongest all around Dahlia currently, has very suffocating offense.<br>[https://www.youtube.com/watch?v=IlvLHRR1Dwk&t=1h43m21s Example Play] | |||
== | }} | ||
{{PlayerListEntry | |||
|name = MPGame | |||
|color = 17 | |||
|region = us | |||
|regionNote = MD | |||
|status = Active | |||
|notes = {{CharLink-SG|val| H Bypass}} / {{CharLink-SG|dhl| 2MK}} / {{CharLink-SG|rfo| H Beam}} <br>A great example of trap assist usage and a more zoning based Dahlia style.<br>[https://youtu.be/PMFcAg2az_Y?t=10646 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Triviality | |||
|color = 5 | |||
|region = us | |||
|regionNote = NY | |||
|status = Active | |||
|notes = {{CharLink-SG|pea| Held M Item}} / {{CharLink-SG|dhl| 2MK}} / {{CharLink-SG|squ| DnB}}<br>A very creative and freestyle player, will do insane setups on the fly.<br>[https://youtu.be/0xYHyygdUyU?t=9000 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Reis | |||
|color = 9 | |||
|region = us | |||
|regionNote = SoCal | |||
|status = Active | |||
|notes = {{CharLink-SG|dhl| 2MK}} / {{CharLink-SG|par| Pillar}} / {{CharLink-SG|fil| H Hairball}}<br>Incredibly optimized Dahlia, knows how to squeeze out damage in any situation.<br>[https://youtu.be/KFit2Njd0vY?t=4844 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Kendall <br>[https://www.youtube.com/@notkendall5323 @notkendall5323] | |||
|color = 3 | |||
|region = us | |||
|regionNote = East Coast | |||
|status = Active | |||
|notes = N/A <br>The OG Solo Dahlia.<br>[https://www.youtube.com/watch?v=B5e5pvMxWjo Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = Calexe <br>[https://www.youtube.com/@Calexe @Calexe] | |||
|color = 2 | |||
|region = br | |||
|regionNote = N/A | |||
|status = Active | |||
|notes = {{CharLink-SG|dhl| L Order Up}} / {{CharLink-SG|ann| H DP}} / {{CharLink-SG|umb| Hungern Rush}} <br>Weilds a very offensive and efficient Dahlia.<br>[https://youtu.be/jBV0DTxTIO8?t=7278 Example Play] | |||
}} | |||
{{PlayerListEntry | |||
|name = ReyMercury <br>[https://www.youtube.com/@ReyMercuryFGC @ReyMercuryFGC] | |||
|color = 21 | |||
|region = uy | |||
|regionNote = N/A | |||
|status = Active | |||
|notes = {{CharLink-SG|dhl| 2MK}} / {{CharLink-SG|big| H Brass}} / {{CharLink-SG|squ| Cremation}} <br>Creator of most Dahlia resources out there. Utilizes Raw Tags for Optimal Damage routes. <br>[https://youtu.be/agJ7tB4rfFU?si=wlrOH325X3laxBBe Example Play] | |||
}} | |||
}} | |||
{{SG}} | {{SG}} |
Latest revision as of 17:35, 28 May 2024
Story
Black Dahlia is the right hand assassin of Lorenzo Medici, head of the mighty Medici crime syndicate that rules New Meridian from the shadows. A former agent of the Anti-Skullgirl Labs, Black Dahlia was mortally wounded decades ago in a confrontation with a Skullgirl and rebuilt with experimental cybernetic technology. The experience left her with an unquenchable thirst for blood and fascination with the despair and suffering of others.
She betrayed her peers to fight as a hired hitwoman for whomever could keep her paid (and entertained). After Medici Tower is destroyed by the Skullgirl, Lorenzo sends Black Dahlia off on a killing spree to stop Marie and retrieve the stolen Life Gem from Ms. Fortune. However, Black Dahlia finds herself jaded with her employer and drawn to the forbidden thrills only the Skull Heart can provide...
Overview
Black Dahlia is an adaptable mid-ranged character with an arsenal of deadly tricks. She has two resources that she needs to manage to get the most out of her offense. Her strong but occasionally random bullets and Empower, a hitgrab that enhances her HP attacks and grab the next time she uses them. She moves quickly for an old hag, sporting a unique command dash that you can use on the ground or in the air for tricky movement in neutral and offense. Playing Dahlia involves a lot of planning ahead with her bullets, traps, and teleport while also being able to quickly adapt if things don’t go how you originally intended. Whilst her overall damage is on the lower end, creative use of her full suite of options opens up complex setplay, neutral and pressure situations.
Black Dahlia is an aggressive zoner who controls the stage with various tricks, traps, and a grenade launcher with specialized rounds. |
Strengths | Weaknesses |
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Stats
Movement
Weight | Dash | Double Jump | Airdash | IAD Lockout |
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Medium | Step | N/A | N/A | N/A |
Wakeup Time
Forward Tech | Backward Tech | Sliding KD | Hard KD | Crumple |
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40 | 41 | 79 | 41 | 28 |
Assists
Order Up! (default assist)
A slow moving projectile assist that uses Dahlia’s ammo system.
The M version is default, it travels in a diagonal trajectory in the air.
The L version is sent horizontally. Lightning and Railgun shots travel fullscreen with this version.
The H version has a higher angle than the M version.
When Dahlia runs out of ammo, calling assist will instead cause Dahlia to reload.
The twist on this assist comes when you load a special bullet and tag Dahlia out, letting you choose an assist for either lockdown (Ice), mixup/pressure (Fire), damage (Buckshot) or zoning/poke (Railgun / Lightning).
2MK (default assist)
A space-control, neutral projectile assist that hits low and lasts for 2 seconds on screen.
Especially good for incomings, okizeme and setups that require long air strings to perform.
Calling it in neutral means if they jump at you, you'll be able to push block them towards the trap.
Can be cancelled into Counter, Strike! (623K) on Alpha Counter.
5HP
Overhead assist. Good for mixup/pressure on block. Combo tool.
Counter, Strike! (623LK/MK)
Pseudo DP assist. Decent Alpha Counter. Good to make resets mash safe.
Good for counter calling assists, but must be done quickly on reaction or before them.
Since it doesn't put the enemy in blockstun when you use it in neutral, you can throw them safely unlike with normal DP assists.
Empower (236LPLK)
A hitgrab setup assist assist that powers up Dahlia.
Move List
Standing Normals
Business and Pleasure Toggle Hitboxes Toggle Hitboxes
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Skull Cracker Toggle Hitboxes Toggle Hitboxes
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Shin Splitter Toggle Hitboxes Toggle Hitboxes
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Stilletto Stab Toggle Hitboxes Toggle Hitboxes
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Highball Heel Toggle Hitboxes Toggle Hitboxes
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Crouching Normals
Tchotchke Roulette Toggle Hitboxes Toggle Hitboxes
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Swan Strike Toggle Hitboxes Toggle Hitboxes
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Quake Toggle Hitboxes Toggle Hitboxes
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Blade Waltz Toggle Hitboxes Toggle Hitboxes
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Medici Mousetrap Toggle Hitboxes Toggle Hitboxes
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Clean Sweep Toggle Hitboxes Toggle Hitboxes
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Jumping Normals
Knife Drawer Toggle Hitboxes Toggle Hitboxes
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Cape Fear Toggle Hitboxes Toggle Hitboxes
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Firecracker Toggle Hitboxes Toggle Hitboxes
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Exploding Knees Toggle Hitboxes Toggle Hitboxes
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Fatal Fleury Toggle Hitboxes Toggle Hitboxes
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Death Pendulum Toggle Hitboxes Toggle Hitboxes
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Universal Mechanics
Shakedown Toggle Hitboxes Toggle Hitboxes
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Door Mat Toggle Hitboxes Toggle Hitboxes
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Shot In The Dark Toggle Hitboxes Toggle Hitboxes
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See You Around Toggle Hitboxes Toggle Hitboxes
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Specials
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"A classic!" Toggle Hitboxes Toggle Hitboxes
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"Medici Mule!" Toggle Hitboxes Toggle Hitboxes
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"Screwdriver!" Toggle Hitboxes Toggle Hitboxes
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"Hot Toddy!" Toggle Hitboxes Toggle Hitboxes
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"Bottoms up!" Toggle Hitboxes Toggle Hitboxes
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"Dark and stormy!" Toggle Hitboxes Toggle Hitboxes
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"Just kidding!"
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"Shaken, not stirred."
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"I fancy Earl Grey."
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"Exquisite!" Toggle Hitboxes Toggle Hitboxes
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"Bring it!" Toggle Hitboxes Toggle Hitboxes
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Supers
"Time to start the party!" Toggle Hitboxes Toggle Hitboxes
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"Enjoy it while it lasts... There's no escape." Toggle Hitboxes Toggle Hitboxes
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"What'll it be?"
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"I've got a job for you, girls." Toggle Hitboxes Toggle Hitboxes
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"Here bunnies!"
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Taunt
"Enough talk. Have at you!" Toggle Hitboxes Toggle Hitboxes
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"OHHohohohohoho."
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Colors
Color 1 Default color palette. |
Color 2 Original alternate color palette. |
Color 3 Original alternate color palette. |
Color 4 Original alternate color palette. |
Color 5 Original alternate color palette. |
Color 6 Original alternate color palette. |
Color 7 Based on Doom Slayer from the Doom series. |
Color 8 Based on Dictator from the Street Fighter series. |
Color 9 Based on Lady Dimitrescu from Resident Evil 8. |
Color 10 Based on V1 from Ultrakill. |
Color 11 Based on Ivy Valentine from the Soulcalibur series. |
Color 12 Based on Dark Samus from the Metroid series. |
Color 13 Based on Cruella de Vil from Disney's 101 Dalmatians. |
Color 14 Based on Barret Wallace from Final Fantasy VII. |
Color 15 Based on Queen from Deltarune. |
Color 16 Based on Faye Valentine from Cowboy Bebop. |
Color 17 Based on Elphelt Valentine from Guilty Gear XRD -Sign-. |
Color 18 Based on Emperor Belos from The Owl House. |
Color 19 Based on Opal from Pokémon Sword and Shield. |
Color 20 Based on Jun the Swan from Science Ninja Team Gatchaman. |
Color 21 Based on BLU Demoman from Team Fortress 2. |
Color 22 Based on RED Demoman from Team Fortress 2. |
Color 23 Based on Ramlethal Valentine from the Guilty Gear series (Strive costume). |
Color 24 Based on Ada Wong from the Resident Evil series. |
Color 25 Based on Lord Dominator from Wander over Yonder. |
Color 26 Based on B.B. Hood/Bulleta from the Darkstalkers series. |
Color 27 Based on Surge the Tenrec from the Sonic the Hedgehog Comic Series. |
Color 28 Based on Spamton NEO from Deltarune. |
Color 29 Based on Venom from the Guilty Gear series. |
Color 30 Based on Vile from the Megaman X series. |
Color 31 Based on Utsuho Reiuji from the Touhou series. |
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Intro Poses
Intro pose 1: Hold OR Black Dahlia crouches on top of a car driven by her Bunnies, then jumps off it. Bring the hearse on your way back, girls! Oh dear, I'm late! That's about to be the both of us! Keep honking, I'm reloading! | |
Intro pose 2: Hold OR Black Dahlia appears out of thin air from a doily placed on the floor. I won't be quick. Nowhere left to run. Show me what you're made of! Death comes for us all, but especially for you! | |
Intro pose 3: Hold OR Black Dahlia strolls forward with her doily draped around her body. Show me your true face! You've got guts, they'll look beautiful splattered on the floor! I'll handle this one personally... |
Win Poses
Win pose 1: Hold OR OR OR Black Dahlia disappears and reappears, lounging on her throne as her Bunnies serve her tea and a cake with a design unique to each character she KOs last. Nothing like the satisfaction of a job well done. How beautiful and bountiful your agony was! Bloodshed and Earl Grey make a PERFECT afternoon! | |
Win pose 2: Hold Black Dahlia laughs maniacally. "Maniacal laughter" | |
Win pose 3: Hold Black Dahlia wraps herself in her doily and warps away. Disappointing. | |
Secret win pose: Hold with alternate voice set. Black Dahlia throws her back out. Oh dear, my hip is acting up. |
Victory Cakes
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color | Handles/Links | Region | Status | Notes |
---|---|---|---|---|
SonicFox | United States NY |
Active | 2MK / H DP / H Beam Considered the strongest all around Dahlia currently, has very suffocating offense. Example Play | |
MPGame | United States MD |
Active | H Bypass / 2MK / H Beam A great example of trap assist usage and a more zoning based Dahlia style. Example Play | |
Triviality | United States NY |
Active | Held M Item / 2MK / DnB A very creative and freestyle player, will do insane setups on the fly. Example Play | |
Reis | United States SoCal |
Active | 2MK / Pillar / H Hairball Incredibly optimized Dahlia, knows how to squeeze out damage in any situation. Example Play | |
Kendall @notkendall5323 |
United States East Coast |
Active | N/A The OG Solo Dahlia. Example Play | |
Calexe @Calexe |
Brazil N/A |
Active | L Order Up / H DP / Hungern Rush Weilds a very offensive and efficient Dahlia. Example Play | |
ReyMercury @ReyMercuryFGC |
Uruguay N/A |
Active | 2MK / H Brass / Cremation Creator of most Dahlia resources out there. Utilizes Raw Tags for Optimal Damage routes. Example Play |