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| ===<u>Corner</u>=== | | ===<u>Corner</u>=== |
| | :*'''5A > 5B >5C > 2C > j6C > 66 > dl.jC(1) > j6C > 66 > dl.jC(1) > 5C > 623B > jC (whiff) > jC > j623B (2615)''' |
| | ::*Basic corner combo for Devil. It doesn't give any sort of oki but has decent damage. |
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| | :*'''5B > 2B > 5C > 236D > 5C > j6C > 66 > dl.jC(1) > j6C > 66 > dl.jC(1) > 5C > 623B > jC (whiff) > jC > j623B (4182)''' |
| | ::*Pretty good 1 bar damage, but once again devil gets no oki. |
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| ==Colors== | | ==Colors== |
Revision as of 09:26, 14 June 2024
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Under Construction
- This page is a work in progress.
- Please be patient and check back later for additional changes.
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Devil Daigo
Estimated Health (After Scaling): 11886
Introduction
Despite what his resemblance to Daigo might imply, Devil Daigo is an air-focused character. Having a unique dash and double jump, several air dashes, and space control tools like air projectiles, his options there excel more than anything else. Unfortunately, his damage is not particulary great and he can't get consistent oki, so he doesn't have much going for him.
This is Daigo's powered up form (although you wouldn't guess it from his strength in this game).
General Strategy
Honestly, this character really can't do much. Your best option is to air stall and bait an anti-air from the opponent before going in for a punish. Devil's only move the knocks down is his B-Power Art, which can only be done on the ground, so when you have meter the best plan is to route a ground-based combo so you can get oki and take the rare chance to pressure the opponent.
Normal Moves
Standing Normals
5A
5A
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
150
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A decent fast jab. It's pretty good in pressure but its short range doesn't do well for much else.
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5B
5B
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
450
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Mid
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-
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-
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-
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-
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-
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J, N, Sp, Su
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A decent kick. It's a little stubby but not awful as a poke in close to mid range.
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5C
5C
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
700
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Mid
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-
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-
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-
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-
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-
|
J, N, Sp, Su
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Easily Devil's best standing normal. It's a forward moving roundhouse, and it's a pretty great move for neutral due to it's far reach.
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Crouching Normals
2A
2A
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
200
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Mid
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-
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-
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-
|
-
|
-
|
N, Sp, Su
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A fast jab. It has decent range but isn't usually worth doing above 5A.
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2B
2B
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Damage
|
Guard
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Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
400
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Low
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-
|
-
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-
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-
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-
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J, N, Sp, Su
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A fast low kick. This is Devil's only low normal, making it an important tool in pressure.
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2C
2C
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
900
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Mid
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-
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-
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-
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-
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-
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N, Sp, Su
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A forward-moving uppercut. Pretty decent anti-air, but is mainly used in combos as a launcher.
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Air Normals
jA
jAjump
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Damage
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Guard
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Property
|
Startup
|
Active
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Recovery
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Block Adv
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Cancel
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250
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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A jumping jab. A pretty good air to air with more damage than it should reasonably have. Definitely worth doing.
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jB
jBjump
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Damage
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Guard
|
Property
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Startup
|
Active
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Recovery
|
Block Adv
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Cancel
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500
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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An air kick. This is a good air-to-air and not much else, a pretty standard button with good damage.
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jC
jCjump 1st hit 1st hit 2nd hit 2nd hit
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
|
Block Adv
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Cancel
|
500+400
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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A two hit kick. The first hit can only hit the opponent in the air, but the second hit works well as a jump-in.
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Command Normals
6B
j6CDevil Sobatjump
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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600
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High
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-
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-
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-
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-
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-
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N, Sp, Su
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A leap forward followed by a kick. A strong air-to-air move and a staple in Devil's buttons.
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Universal Mechanics
Throw
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Damage
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Guard
|
Property
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Startup
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Active
|
Recovery
|
Block Adv
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Cancel
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1000
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Unblockable
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-
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-
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-
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-
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-
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NC
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Devil grabs the opponent and brings them into the air to damage them. He gets a full combo off of this, making it a strong tool for a character who doesn't get much mix.
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Big Bang Mode
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Damage
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Guard
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Property
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Startup
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Active
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Recovery
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Block Adv
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Cancel
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N/A
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N/A
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-
|
-
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-
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-
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-
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-
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Universal Big Bang Mode activation. Requires 3 bars and can be done anytime you have control on the ground. Lasts for about 7 seconds.
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Special Moves
236X
A version A version B/C version B/C version Air version Air version
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Version
|
Damage
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Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
A
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700
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Mid
|
-
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-
|
-
|
-
|
-
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-
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Devil does a crouching beam. Stops short of fullscreen. It's a pretty decent projectile but nothing special.
|
Version
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Damage
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Guard
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Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
B/C
|
700
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Mid
|
-
|
-
|
-
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-
|
-
|
-
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This version fires the beam while standing, and it's not clear what the difference in height does. Stops short of fullscreen.
|
Version
|
Damage
|
Guard
|
Property
|
Startup
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Active
|
Recovery
|
Block Adv
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Cancel
|
jA/B/C
|
700
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Mid
|
-
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-
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-
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-
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-
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-
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Daigo does an aerial beam. Stops short of fullscreen.
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214A
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
800
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Mid
|
-
|
-
|
-
|
-
|
-
|
-
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Daigo fires a slow-moving projectile that travels in a wave across the screen. It's a pretty weak projectile, but has some uses in oki.
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623X
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Version
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
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Cancel
|
A
|
200*8
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All
|
-
|
-
|
-
|
-
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-
|
-
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Devil's standard DP. It has a very long range, but is air-blockable, making it a lot weaker. This version goes higher and lasts longer.
|
Version
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
B
|
700
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
This version only hits once and doesn't travel as high, but it can be comboed after, making it a surprisingly good launcher.
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B-Power Arts
236D
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Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
250*10
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Devil does a powerful Daigo Beam. This the the only way Devil can secure a knockdown, so it's the best use of meter whenever possible.
|
|
Big Bang Break
41236ABC
|
Damage
|
Guard
|
Property
|
Startup
|
Active
|
Recovery
|
Block Adv
|
Cancel
|
4102
|
All
|
-
|
-
|
-
|
-
|
-
|
-
|
Devil fires a massive Daigo Beam, hitting the opponent many times. Decent as a combo ender when in Big Bang Mode, especially if you're aiming to kill. Ends Big Bang Mode instantly.
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Combos
Combo Theory
- Combo damage varies from character to character, so all damage numbers come from testing on a full-health Rouga.
Midscreen
Corner
- 5A > 5B >5C > 2C > j6C > 66 > dl.jC(1) > j6C > 66 > dl.jC(1) > 5C > 623B > jC (whiff) > jC > j623B (2615)
- Basic corner combo for Devil. It doesn't give any sort of oki but has decent damage.
- 5B > 2B > 5C > 236D > 5C > j6C > 66 > dl.jC(1) > j6C > 66 > dl.jC(1) > 5C > 623B > jC (whiff) > jC > j623B (4182)
- Pretty good 1 bar damage, but once again devil gets no oki.
Colors
BBBR Navigation