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By silver tongue or bloodletting, I will have justice. DeGrey is a Lawyer who will shine light onto the truth and bring justice to those who would do wrong by any means necessary.
DeGrey is extremely old and has been fighting for truth and justice for a long time. After an ill fated encounter with a particular tyrant, he made a pact on deaths door with the Nox Oracle, Persephone, to live on until he had finished his mission of crushing the tyrant- with the caveat that his time would be up when his mission was complete. She left behind a ghostly reminder in Desdemona to be sure that he didn't stray from his mission. He successfully defeated the tyrant, but to his shock found that he still lived on, his mission not yet complete.
|Health||Character Type||Super Meter charge time||Ghost charge time|
|6||Wildcard||13 Seconds||2.25 Seconds|
DeGrey is a character heavily oriented around frame traps. Generally you are going to want to be close in on an opponent where you can pressure and punish them effectively. In the corner, his pressure becomes highly effective and his damage on counterhit is quite high. He also has a powerful neutral tool in his otherworldly friend, Desdemona. DeGrey's biggest weaknesses are his lack of a reliable reversal and his risky tools in neutral.
In terms of strategy, your play is going to depend heavily on whether you are against a zoner or not.
- In matches versus zoners it is crucial to properly use g (ground ghost) and walk quickly behind it in order to maximize distance gained towards your opponent. Otherwise you will find yourself easily held at arms length and since DeGrey has t-rex arms you won't be able to do anything. Once in DeGrey wants to stay in, prevent jump outs (mostly with neutral + or ) then punish the opponent when they scramble to try to create distance.
- In other matches, DeGrey wants to apply safe pressure and bait the opponent into a bad choice. You will usually have the advantage in controlling spacing due to Desdemona but most opponents have strong counterplay to DeGrey's close up tools. DeGrey's mixup game is not especially strong, so you will need to either bait the opponent into mistakes (blocked reversals, etc) or play patiently and wait for opportunities to exploit.
- Very low and short jump arc
- Many of DeGrey's moves gain special properties on Counter Hit
- Ghost projectile is separate from DeGrey, similar to a puppet character
- nA(A) (2 damage)
- jB(B) (2 damage)
- jA nA(A) (3 damage)
- Crossup jA nA(C) nA(A)/jB(B) (4 damage, has to be a sideswitch crossup to combo)
- CH bA fA B(B) (4 damage, depending on range you may have to go directly into B(B))
- CH fA nA(A) (3 damage)
- CH fA jS (2 damage, only works on tall characters, for when nA(A) won't reach)
- CH Anti air fA B(B) (3 damage, same combo as normal hit, but the wallbounce can make confirming more difficult)
- CH njA fA (2 damage)
- CH air to air njA B(B) (3 damage, you have to be very quick to get justice fist here)
- CH air to air jA nA/bA (2 damage, nA causes KD while bA causes flipout)
- CH nA nA(A) (3 damage)
- CH B(A) nA(A) (3 damage)
- Anti air fA B(B) (3 damage)
- , () DeGrey has one true (blockstring) chip-out combo, i.e., the ability to deal a full point of damage through chip with no method for the opponent to avoid it. It is most commonly used after KD but with the right spacing can be used at any time. It is quite unsafe on block typically, so it is best saved for ending a round. With incorrect spacing or timing there are a couple ways this can fail. The first is a gap between the and the followup () that an opponent can exploit with a reversal to interrupt the combo. The second is starting the too close to the opponent and actually crossing them up. This may kill due to surprise or may land you in hurt town against an experienced opponent mashing reversal.
The most common oki situations are:
- After forward throw
- After backward throw
- After low antiair fA
- After gBB or gBB fA into the corner
- After gBC
- After jBB
- After yomi counter: Meaty bA, meaty gBA (very precise, no mixup), jB into meaty strike/throw.
- After gS into the corner: Strike/throw, ambiguous crossup jA, ghost chip setup.
This is the classic oki tool available to must characters. After a knockdown, walk up to throw range and mix between meaty nAA ("strike") and meaty throw. Their defensive options are typically blocking, yomi, or frame 1 reversal moves.
- Strike vs Yomi: 2 damage and initiative
- Strike vs Block: 0 damage and initiative, if you can hitconfirm nAA then potentially switch to nA into another strike/throw mixup.
- Strike vs Reversal: hit by the reversal, typically (beats Rook gC, which throw would lose to)
- Throw vs Yomi: Yomi Counter!
- Throw vs Block: 1 damage (maintaining chip) and forward or backward throw oki.
- Throw vs Reversal: either hit by the reversal, beating it if it isn't throw invulnerable, or recovers first (loses to rook gC, beats Onimaru gS, recovers before Grave gC becomes active)
After a throw, wait a moment then gB, and mix between a delayed followup with A (daggerfall) or a throw. Both are meaty, and meaty daggerfall will combo into nAA for 2 damage (not hitconfirmable).
This is strictly stronger than the usual strike/throw mixup, as the throw option is unaffected and the strike option does 1 more damage on hit, or 1 more chip on block.
Ambiguous Crossup Ghost
After knocking down the opponent, jump over them and use jC while directly overhead. They must block the correct direction to avoid being caught by ghost.
If ghost hits, follow up with njA nAA for 3 damage, or gBB for 2 damage and a lot of pushback, comboing into fA close to the corner for 3 damage.
If ghost is blocked, perform a mixup between a tick throw and nAA. The throw will get oki, the nA will be 2 damage. They must react to the side you land on in order to block the nA successfully, adding mental overhead - if they block the wrong way, that loses to both throw and nAA.
Ambiguous Crossup Jump-in
This is a delicately timed oki setup, but a very explosive one - it's an ambiguous crossup safejump! In other words, it's a 2 option mixup where if you win you deal 3-4 damage depending on ghost position, and if you lose you take none and get to keep pressuring, or even punish if they responded unsafely. Note that you can also use an ambiguous crossup ghost with the initial setup, should the jA not be worth it (eg, versus Lum gS).
To perform this off a forward throw, microwalk and delay then jump at them - if ghost is positioned properly, you can hit them with jA nAxC jBB for 4 damage and a knockdown, else jA nAA for 3 damage. This is true for every character the setup works on at all, so every character but Geiger and DeGrey himself.
There are two key technical aspects of it to learn: timing (very precise) and positioning (varied per opponent). The details here are after forward throw.
You need to wait 6 frames before you jump, or else it'll whiff - this makes it the most technically difficult oki tool, as even a frame later and it is no longer meaty, though the window for it being safe is very forgiving.
- Versus Grave: 2-6f walkback (meaty crossup), 7f walkback (ambiguous crossup), 2-9f delay (safejump), possible in the corner.
- Versus Jaina: 1-6f walkback (meaty crossup), possible in the corner.
- Versus Geiger: Impossible.
- Versus Argagarg: 3-6f walkback (meaty crossup), impossible in the corner.
- Versus Setsuki: 1-6f walkback (meaty crossup), possible in the corner.
- Versus Valerie: 3-6f walkback (meaty crossup), impossible in the corner.
- Versus Rook: 10-13f walkforward (meaty crossup), 10-13f delay (safejump).
- Versus Midori: 0-6f walkback (meaty crossup), possible in the corner, equivalent vs dragon.
- Versus Lum: 1-6f walkback (meaty crossup), 1-8f walkback (safejump), possible in the corner, forced to block or parry Lum gS after safejump, ghost beats gS but loses to gB.
- Versus DeGrey: Impossible.
- Versus Quince: 4-6f walkback (meaty crossup), possible in the corner.
- Versus Onimaru: 4-6f walkback (meaty crossup), 4-11f walkback (safejump), impossible in the corner, ghost safe.
- There is a larger window for switching from standing still to a forward jump than there is for switching from walking backwards to a forward jump - this is because you can convert a neutral jump into a forward jump during the prejump frames, for ease of input.
- Technically, if you don't delay past 6f for the crossup the defender can fuzzy guard, but this is high execution for very little gain. Also, that microdelay is safe and the safejump windows are very forgiving - there is little difference between a truly meaty jA and a slightly non-meaty jA.
Labbing details: using record mode, the throw animation ends at frame 96, and the first frame you can jump from is frame 96+6=102.
Ghost Chip Setup
Off a throw, DeGrey can send the ghost out as a forced block, then blockstring into jBB for a guaranteed damage. This is unsafe on block, so it should typically only be used to win the round.
Beware that characters with frame 1 invincible moves may use this to avoid blocking the ghost and catch DeGrey out of the flying kicks, transforming this into a DeGrey favoured mixup instead of a guaranteed win. The following characters can do this:
- Grave with gC or gS (block and punish).
- Jaina with gC or gS (block and punish).
- Geiger with gC or gS (block and punish).
- Argagarg with gSS (walk up, throw/strike mix out of the blocked ghost).
- Onimaru with gS (walk up throw).
Some timings have a weird delay in them that should be worked out in training mode before use in real matches.
Timings after forward throw:
- Versus Grave: Immediate ghost, immediate fjBB.
- Versus Jaina: Immediate ghost, immediate bjBB or njBB or fjBB.
- Versus Geiger: Immediate ghost, immediate njBB or fjBB.
- Versus Argagarg: Immediate ghost, immediate jump, delayed fjBB.
- Versus Setsuki: Immediate ghost, immediate jump, delayed fjBB.
- Versus Valerie: Immediate ghost, immediate jump, delayed fjBB.
- Versus Rook: Immediate ghost, immediate fjBB.
- Versus human Midori: Immediate ghost, immediate fjBB, or immediate jump delayed njBB.
- Versus dragon Midori: Immediate ghost, immediate njBB or fjBB. There is a gap between the kicks that Midori is unable to utilise to escape.
- Versus Lum: Immediate ghost, immediate jump, delayed njBB or fjBB.
- Versus DeGrey: Immediate ghost, immediate bjBB or njBB or fjBB.
- Versus Quince: Immediate ghost, immediate njBB or fjBB.
- Versus Onimaru: Immediate ghost, immediate njBB or delayed fjBB. Immediate fjBB leaves a gap between the kicks in which Onimaru can use his gS's invulnerable frames to slip out of the setup on reaction.
Timings after backward throw (delay ghost 5+ frames every time):
- Versus Grave: Delayed ghost, immediate jump, delayed fjBB.
- Versus Jaina: Delayed ghost, immediate bjBB or njBB or fjBB.
- Versus Geiger: Delayed ghost, immediate njBB or fjBB.
- Versus Argagarg: Delayed ghost, immediate jump, delayed fjBB.
- Versus Setsuki: Delayed ghost, immediate jump, delayed fjBB. No blockstring, but Setsuki has no reversal to escape.
- Versus Valerie: Delayed ghost, immediate jump, delayed fjBB.
- Versus Rook: Delayed ghost, immediate bjBB or njBB or fjBB. Immediate njBB or fjBB leaves a gap between the kicks, but Rook has no escape option. Delayed njBB leaves no gap, but is extra execution for no gain.
- Versus human Midori: Delayed ghost, immediate bjBB or njBB or fjBB.
- Versus dragon Midori: Delayed ghost, immediate njBB or fjBB. There is a gap between the kicks that Midori cannot escape using.
- Versus Lum: Delayed ghost, immediate jump, delayed fjBB.
- Versus DeGrey: Delayed ghost, immediate njBB or fjBB.
- Versus Quince: Delayed ghost, immediate njBB or fjBB.
- Versus Onimaru: Delayed ghost, immediate njBB or fjBB.
Ground Pound Frametrap Mixup
This will typically net very little benefit, unless you are too far to use any other oki options. If so, using meaty or marginally post-meaty bA occasionally will force the opponent to block or risk taking damage, allowing you to walk up safely whenever you do not use bA here. This will rarely deal damage in itself, but it will gain initiative when bA is not used.
This is effectively a way to "rescue" a failed oki.
- Ground Pound vs Block: No initiative gain, they are plus but at a distance.
- Ground Pound vs Non-block Movement Options: 1 damage, no initiative gain, they are unactionably plus like vs block.
- Ground Pound vs Safe Reversal: Due to bA's 20f recovery, you are likely taking damage here.
- Ground Pound vs Unsafe Buttons: Counterhit! Time for 4 damage.
- Walk-up vs Block: Big initiative gain.
- Walk-up vs Non-block movement Options: Opponent likely favoured.
- Walk-up vs Safe Reversal: Likely able to block and punish.
- Walk-up vs Unsafe Buttons: Who knows, this is very vague. The opponent has too many potential options here to detail.