Duels of Fortune/Derrick: Difference between revisions
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======<span style="visibility:hidden;font-size:0">Overview</span>====== | ======<span style="visibility:hidden;font-size:0">Overview</span>====== | ||
{{FP Overview | {{FP Overview-DoF | ||
|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. | ||
|intro= ''' | 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. | |||
|intro= '''Derrick''' takes advantage of strong air movement, projectiles, and items to control the pace of the game. | |||
|pros= | |pros= | ||
* ''' | * '''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. | |||
|cons= | |cons= | ||
* ''' | * '''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. | ||
|border=yes|tablewidth=102 | |border=yes|tablewidth=102 | ||
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<td style="text-align: left; border-style: none none solid none;">'''''Backdash''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''XF''' | <td style="text-align: left; border-style: none none solid none;">'''''Backdash''''' <td style="width:48%; border-style: none none solid none; text-align: right;"><br> '''XF''' | ||
<tr> | <tr> | ||
<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> ''' | <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> '''X (XF)''' | ||
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{{FP Box | {{FP Box | ||
|header=Unique Mechanic: | |header=Unique Mechanic: Item Throw | ||
|content= | |content=Using his '''2S''' (Junk Toss), Derrick can draw | ||
''' | |||
}} | }} | ||
Revision as of 00:50, 3 May 2024
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.
Derrick takes advantage of strong air movement, projectiles, and items to control the pace of the game. | |
Pros | Cons |
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Character Properties
Health | 23000 |
Backdash | XF |
Unique Movement | None |
Fastest Attack | X (XF) |
Using his 2S (Junk Toss), Derrick can draw
Character Summary
- 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
- (j.)5S - Pocket Dust!: A very short-ranged projectile that hits 3 times.
- (j.)5[S] - Dust Ball: A stronger projectile that works well for setplay.
- 4S - 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 - Junk Pull: Derrick grabs an item that can be thrown with 6L. 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.
5L > 5M > 5H > 5S: Easy combo for helping beginners. Put a brief description here.
Normal Moves
5L
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5M ![]() Caption Caption
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5H
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2L
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2M
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2H
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j.L
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j.M
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j.H
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Command Normals
Command Normal Name
4H ![]() ![]() |
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Universal Mechanics
Throw
Throw
6H ![]() ![]() |
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Reversals
Reversal
5R ![]() |
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Wakeup Reversal
5R on Wakeup ![]() |
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Burst
Burst
5B ![]() |
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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 ![]() |
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Down Taunt
2T ![]() ![]() |
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Special Moves
Special Name
5S ![]() |
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Special Name
4S ![]() ![]() |
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Special Name
2S ![]() ![]() |
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Special Name
j.S ![]() ![]() |
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Super Move
Super Name 5SP ![]() Informative and maybe funny caption Informative and maybe funny caption
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Super Name 2SP ![]() ![]() Informative and maybe funny caption Informative and maybe funny caption
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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
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Basic Combos
Easy combos for starting.
Combo | Damage | Difficulty | Meter Spent | Position | Notes |
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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 |
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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 |
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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 |
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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
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.
Derrick Wiki Roadmap
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