Fantasy Strike/DeGrey

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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.

By silver tongue or bloodletting, I will have justice.

Character stats

Health Character Type Super Meter charge time Ghost charge time
6 Wildcard 12 Seconds 3.25 Seconds


DeGrey is a character heavily oriented around frame traps and denying his opponents options. 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 is his lack of a reliable reversal.

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 gFS C.png (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 FS J.png+FS A.png or FS T.png) 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.

Strengths Weaknesses
  • Ghost is the best projectile in the game
  • Extremely evasive movement and jump arc
  • Big Counter Hit damage
  • Always seems to be plus
  • Amazing priority on most moves give him strong screen control
  • Ghost has a cooldown between uses.
  • Weak Yomi Counter
  • Poor reversals
  • Low chip damage potential



FS A.png
FS DeGrey 5A.png
FS A.png > FS A.png
FS DeGrey 5A 2.png
Punch of Justice
Punch of Justice
Version Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
First 1 7 7 10 +3 +1 +8 - Strike
  • Can cancel into the secondFS A.png.
  • Can cancel into FS B.png or FS C.png on hit or block.
  • Causes knockdown on an opponent that is in a ground bounce state.

Important for starting pressure in the corner.

Second 1 11 6 13 +4 +2 +10 - Strike
  • Does a second punch with 1 frame more advantage than its parent move.
  • Causes knockdown on an opponent that is in a ground bounce state.

Degrey's fastest 2 damage punish at close range. Very similar to the first FS A.png functionally.

Elbow Lunge
FS R.png+FS A.png
FS DeGrey 6A.png
Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
1 15 8 12 +3 +1 +9 Throw Inv 13-29 Strike
  • Can cancel into FS B.png or FS C.png on hit or block.
  • Throw invulnerable frames 13-29.
  • Hitting with the tip of the elbow grants special properties. (Sweetspot)
  • Sweetspot causes wall bounce on airborne Counter-Hit, and subsequently a ground bounce.

Will be DeGrey's most common whiff punish as it's his only normal with servicable range and is safe on block.

Has a variable block adv. depending on distance (will always be +4 on Setsuki).

Ground Pound
FS L.png+FS A.png
FS DeGrey 4A.png
Hope you didn't press a button
Hope you didn't press a button
Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
1 12 5 20 -2 -4 KD Ground Bounce Strike
  • Causes a very high ground bounce on Counter-Hit, allowing a long time for follow-ups and huge damage potential.
  • Causes flipout if the opponent is already in a ground bounce state.

Very wide and low hitbox, low profiles.

Commonly used after a blocked Daggerfall as a frametrap, which leads to 4 damage anywhere with FS R.png+FS A.png > FS B.png+FS B.png (Tyrant Crusher). However, Daggerfall is normally not plus enough to catch throws. Using Ground Pound in neutral at it's max range as a counter poke is an excellent way to fish for the Counter Hit and stop the opponent from hitting buttons.

Despite being negative, the pushback almost always keeps this move safe.

Counter-Point Step
FS B.png
FS DeGrey 5B.png
FS DeGrey 5B 2.png
FS DeGrey 5B 3.png
Tyrant Crusher
Tyrant Crusher
FS DeGrey 5B 4.png
Justice Kicks
Justice Kicks
Version Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
Stance - 39 - - - - - Full Inv 1-9 -
  • Frames 1-9 invincible.
  • Can cancel into FS A.png, FS B.png, or FS C.png for different follow-ups. Cancellable as early as frame 24 as late as frame 34.
  • If none of the follow-ups are done, he ends up ahead of his original position by about 1/4 screen.

DeGrey does a quick invincible backstep, then advances forward to then which he can do specific follow-ups. Serves as his primary movement option, though is vulnerable to projectiles and strikes after the backstep and during the first half of the approach.

As DeGrey can feint with this move, he can just slide into a throw or go for psuedo-tick throws after Daggerfall. The opponent has to be conditioned to block however, as they can react by either jumping or inputting moves. This is where the follow-ups come into play. Delaying the input for the follow-up will increase the range DeGrey travels.

As this is invincible frame 1, it can be used as a wake-up option or to dodge and punish a move.

FS A.png 1 5 8 7 +6 +9 +25 - Strike
  • High frame advantage move on block.
  • Can be grabbed out of its start-up if timed correctly.

More plus on block than hit, this sets up for frametraps (most commonly with FS L.png+FS A.png) that can lead to big damage off of Counter-Hit. Daggerfall can also hit meaty after a well-timed throw, making this move's frame advantage jump to a massive +15 frames.

DeGrey can only benefit off this move once the opponent is conditioned to block. If they are not, this move is susceptible to attacks and will whiff if they jump.

FS B.png 2 6 6 29 KD -14 KD Wall Bounce Strike
  • Breaks armor.
  • Causes a brief, small ground bounce on hit that can be followed up with any ground FS A.png if at point-blank range.
  • Causes wall bounce on Counter-Hit, and ground bounce on Counter-Hit mid-screen.

DeGrey's signature punish off of most Counter-Hits with its high damage and ability to be comboed into off ground bounces/wall bounces. At maximum range, this move is difficult to punish for most characters.

Because Tyrant Crusher causes a wall-bounce on Counter-Hit, it gets the ability to combo into other moves and even itself, though mid-screen only.

FS C.png 1 13 7(5)9 23 KD -5 / -11 KD Full Inv 1-20 Strike
  • Frames 1-20 invincible.
  • Only the second kick will knockdown. Whichever kick lands first will deal the damage.
  • Will always combo on normal hit, but the second hit may whiff if the first is blocked at certain ranges.

DeGrey's go-to frametrap when the opponent decides not to respect Counter-Point Step and proceeds with inputs. Will beat out most options because much of the first kick is fully invincible, and because of this, the beginning part of the move can also be used to go through projectiles. Can also be made safe on block if the first kick is spaced well.

Would also be the best option to convert off a Desdemona grab from far away, as the first hit can activate early with decent horizontal range.

FS C.png
FS DeGrey 5C.png
FS DeGrey 5C 2.png
Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
- 8 P 23 - +26 - - Projectile
  • Level 2 hitgrab projectile that puts opponent in hitstun for 50 frames.
  • Desdemona is active for up to 61 frames.
  • +26 on block at most ranges, frame advantage worsens the closer DeGrey gets to the opponent, up to a minimum of +12.
  • Goes roughly a bit over half-screen range from where the ghost is positioned.
  • Can hit airborne opponents. Opponents will be in hitstun, making combos possible but rendering them invulnerable to throws.
  • Desdemona becomes blue on cooldown, and light blue when available or active.

Although somewhat slow start-up, a very strong space control tool with considerable range, as it forces the opponent to deal with a projectile while DeGrey is free to move and attack. Getting grabbed by the ghost almost always leads immediately to a FS A.png > FS A.png follow-up for 2 damage, Counterpoint step can be used pre-emptively as well.

FS T.png
FS DeGrey T.png
FS DeGrey YC.png
Version Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
Forward 1 3 4 16 KD - KD Knockdown Throw

DeGrey gets more meaningful Okizeme after a throw compared other characters, as he can call Desdemona for good Okizeme and continue pressure.
Frames from the throw input to DeGrey and his opponent being able to act for forward and backward throw (useful for labbing): 96f vs 140f (+44f), or with Rook: 144f vs 192f (+48f)

Universal Throw; all throws have the same frame data and can be beaten with a Yomi Counter

Back 1 3 4 16 KD - KD Knockdown Throw

Sideswitches, but otherwise similar to Forward Throw.

Universal Throw; all throws have the same frame data and can be beaten with a Yomi Counter

Yomi 1 - - - KD - - Knockdown Parry

Weak Yomi Counter for offense due to the knockback, except in the corner where he can get a mixup. +60 advantage.

Universal counter for Throws. In a neutral state, the opponent's throws will be automatically countered by Yomi Counter.

Ghost Riposte
FS S.png
FS DeGrey 5S.png
Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
2 8 28 28 Knockdown. - - Strike Invulnerable Parry

Slow startup parry attack, fully invincible during it's startup. When Ghost Riposte becomes active it will parry Strikes, but lose to throws or projectiles.

On hit it will enter a cinematic, dealing 2 damage and leaving the opponent knocked down at full screen. If the opponent is in the corner, it will leave DeGrey at mid-screen giving him a more advantageous position.

Because of its invincible start-up, it can be buffered right after a move that's negative on block. Any time the opponent attacks and DeGrey can block, DeGrey can instead choose to parry that attack - beware that a sufficiently fast move might no longer be active by the time the parry becomes active.


FS A.png
FS DeGrey JA.png
Aerial Punch of Justice
Aerial Punch of Justice
FS DeGrey JA 2.png
Two-Fisted Punch of Justice
Two-Fisted Punch of Justice
Version Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
FS J.png 1 8 9 10 +13 +12 KD Ground Bounce Strike
  • Causes ground bounce on Counter-Hit.

Can combo into FS A.png > FS A.png for 3 damage, but FS A.png must be hit point-blank. On Counter-Hit, do FS B.png > FS B.png instead for 3 damage and a knockdown anywhere.

FS R.png+FS J.png 1 7 7 5 +13 +12 +32 - Strike
  • Go-to air-to-air and cross-up move.

Powerful jump in attack that also combos into FS A.png > FS A.png for 3 damage anywhere. On Counter-Hit, do FS B.png > FS B.png instead for 3 damage and a knockdown.

Flying Kicks
FS B.png
FS DeGrey JB.png
One! Two!
One! Two!
FS B.png > FS B.png
Version Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
One 1 12 14 16 +1 -6 ~ +11 +9 ~ +17 - Strike
  • DeGrey yells "One!" and kicks with forward momentum.
  • Can Cancel into FS B.png for a second kick.
  • Will knockdown and cause a small ground bounce on aerial Counter-Hit.
  • Can combo into the second kick if the opponent was standing, or on aerial Counter-Hit near the corner.

DeGrey's primary means of air movement. Can be used to go over projectiles if done high enough.

Frame advantage varies depending on how close to the ground it's used, but if whiffed, DeGrey will always be at neutral. On Counter-Hit, instead of going for a subsequent Flying Kick, DeGrey can combo into his grounded FS A.png for the same damage (2) and get a knockdown.

Two 1 12 14 20 KD -6 KD Knockdown Strike
  • DeGrey yells "Two!" and does another kick.
  • Can be comboed from the first kick if the opponent was standing, or on aerial Counter-Hit near the corner.
  • Slightly delayable.

Unsafe on block and causes DeGrey to rise slightly.

Air Ghost
FS C.png
FS DeGrey JC.png
FS DeGrey JC 2.png
Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
- 7 P 29 - +26 - - Projectile
  • Air Version of Desdemona.
  • Ghost is active for 28 frames (does not travel as far as the ground version).
  • Goes roughly a bit under half-screen range from where the ghost is positioned.

Good for altering your jump trajectory, and enables potential quick punishes at close range when done slightly above the ground.

Integral for setting up Okizeme after a throw for left/right pressure.

Final Arbiter
FS S.png
FS DeGrey JS.png
Damage Startup Active Recovery Hit Advantage Block Advantage Counter Advantage Properties Attribute
1 / 3 0+1 20 24 KD -7 KD Knockdown, Armor Break Strike
  • Frame 1-2 invincible.
  • Breaks armor.
  • Deals 3 damage on Counter-Hit, with a visible "POW" sign.
  • Crosses-up if DeGrey is landing over the opponent.

DeGrey zooms across the screen with a fast punch, falling slightly as he travels.

Extremely strong whiff punish, even from a far distance. Use it to punish fireballs or slower moves. The bonus damage on Counter Hit make this a very good move to call out people pressing buttons, especially in the air where it is harder to punish. Also useful to escape pressure.

Because Desdemona doesn't travel with DeGrey, Final Arbiter can be used to create Ghost setups by sandwiching the opponent between himself and Desdemona.



  • 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)
  • FS C.png, FS J.pngFS B.png(FS B.png) 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 FS C.png and the followup FS J.pngFS B.png(FS B.png) that an opponent can exploit with a reversal to interrupt the combo. The second is starting the FS J.pngFS B.png 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.




Oki Situations

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)

Counterstep Strike/Throw

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.


Name Type Matchup Strategy
FS icon Argagarg.png
Zoner Use ghost to walk up close, then use bA just outside of Argagarg's bA range - this outspaces or outspeeds every one of Argagarg's options, forcing Argagarg to block or evade. From this range, you can use fA on reaction to rushing river, and on reaction to a jump.

Ultimately, you should push Argagarg into the corner, and Argagarg's best option from there is bubble shield - if you see it coming, you can delay slightly so that Argagarg can't see which option out of nA and throw you're using.


  • If you use jA early at the right distance, it will beat Argagarg's nA.
  • Your nA will beat Argagarg's fA, so sometimes just use it.
  • If Argagarg hits you out of the air with nA, you can often parry as Argagarg will tend to use fA there, as it will combo out of counterhit nA anti-air, and is usually safe in other matchups.
FS icon DeGrey.png
Wild Card This is a neutral-heavy matchup, where small variations in spacing will tend to create openings in setups. While the opposing DeGrey has super meter and you don't, avoid jumps. Use njA to beat attempted jump-ins from the opponent, and use ghost to create openings - either on hit, where you can punish with jBB and get oki, or on block, where you can use that time to approach and mix up the opponent.


  • In jS clashes, the later jS usually wins due to invulnerability - this only fails when there is a large height difference, or when the jSes are far enough apart that both run out of invulnerable frames first.
FS icon Geiger.png
Zoner Use ghost then follow behind it to approach. Use jA or jB to punish unsafe time spirals, use gB behind a ghost to threaten gBB, which forces Geiger not to use delayed time spirals to push forward. Parries are instrumental in forcing Geiger to respect your pressure, jS will similarly force Geiger to avoid committing to moves in the air very often. The win condition for this matchup is to push Geiger into the corner and pressure to death from there.


  • DeGrey can punish Geiger's cycloid revolution with fAxBB from up close, gBB from midscreen after some delay, or immediately counterhit with jS from midscreen.
  • DeGrey can beat a far drop gear without meter by stepping back and using nA.
FS icon Grave.png
Zoner In neutral, use ghost to block up to 2 fireballs and approach. Beware that degrey can punish this with his gS.

If you're close and have initiative, then primarily use nA for damage, use bA if the opponent tends to panic, use fA only if you expect a jump (remember to combo into BB if it anti-airs), and use jA safejump if you get knockdown - be wary of reversals.

If Grave has wind, just defend - note that ghost will beat 1 wind fireball, stopping 1 chip! If Grave tries to wind while you're close, use fA to anti-air them, and if Grave is slightly too far for that, you might be able to use a normal attack (range-dependent) to stop them using a fireball for a brief moment, limiting Grave's pressure. But mostly, just block, it's safest and you'll be able to get back in with ghost.


  • Degrey can punish Grave's C with nAA for 2 damage, and Grave's gS with jA nAA for 3 damage (or, if the jA happens to crossup, jA nA C nAA for 4 damage).
  • Degrey's jump-in jA will usually beat Grave's big cloud.
FS icon Jaina.png
Zoner Notes:
  • Your jA will beat Jaina's fA and dragonheart, making it very hard for Jaina to anti-air you - be careful of spacing, as if you're too far away you could be hit by an anti-air arrow.
  • Your jS will beat Jaina's jC and jS.
FS icon Lum.png
Wild Card Notes:
  • Your overhead ghost oki will beat Lum's gS.
  • Your supers are extremely powerful, while you have super meter Lum can't use cartwheel, melon, or dice without using items to make them safe.
FS icon Midori.png
Grappler Against human form it's similar to degrey vs rook, except you're in a hurry due to super meter and throw is a usable option, so add in throw mixups (nAA / throw, BA / empty B throw, jA nAA / empty jump throw) - note that Midori can parry some attacks on reaction if you're not mixing in enough throws.

Against dragon form, defend heavily and use ghost whenever far enough that tail sweep or jA won't punish. If you get oki, use single nAs and jAs to make Midori sad. Use jS as a callout against basically any buttons, due to the dragon's height and the super's speed.


  • Your overhead ghost tool is still usable against human Midori when he has full super meter, as the ghost will catch Midori before any anti-airs hit you.
  • Your bA can outspace the parry, making it a safe option.
FS icon Onimaru.png
Wild Card The goal is to get in close, where Degrey is heavily advantaged - to this ghost is an extremely powerful tool to catch Onimaru out of buttons and approach, though beware a patient player against which you'll have to respect B's ability to pass through ghost. Both supers are great callout tools, use them lots - once you're close enough, base your entire gameplan around jA (both sameside jA and crossup jA), use fA if you expect Onimaru to jump to try to stop you, and do not be afraid to bully with nA.
FS icon Quince.png
Wild Card Quince is favoured in neutral, but lacks the tools to force you out after a successful approach. Be ready to parry Quince's more blatant gB pokes, as well as any reactable air approaches he attempts.


  • Ghost will take two hits out of the patriot mirror, which only has 3 health total, allowing you to beat it with bA at any point.
  • Ghost will always target the real Quince.
  • In the corner, nAA will combo into ghost.
  • Quince jS will almost always beat DeGrey jS.
  • Be on the lookout for unsafe air moves during two truths so you can jS them.
FS icon Rook.png
Grappler Act as a zoner, trying to stay in neutral at all costs where you have advantage. As such, do not use jB, as you either get thrown automatically or put in a mixup if you're lucky - the best outcome is landing both hits and knocking down, but this can't be relied upon. Instead, use the ghost to deal chip, BA to deal chip, empty B to threaten BB or BC if Rook jumps at you (BB is a great anti-air against rook), jA (mixed with empty jumps) and bA to annoy up close during pressure strings. This will largely shut Rook down, but note that doing all this needs patience, and accurate spacing and timing. Do not get over-excited, it will be the death of you.


  • Counterstep's invincible frames will avoid the knockdown from earthquake.
  • The ghost into jBB chip setup is very doable versus Rook due to his size.
  • The overhead ghost ambiguous crossup oki is effective versus Rook, but will lose to Rook's jS on reaction. As such, only use it if Rook doesn't have super.
FS icon Setsuki.png
Rushdown This is a weird matchup for both Degrey and Setsuki. In general, use lots of jA, jB, and njA (these also threaten jS during the initial jump, which is terrifying to super-less setsuki). Empty B or BA is strong to escape some cape setups through low-profiling (you'll learn these through experimentation). Setsuki suffers greatly from your standard nA pressure strings and mixups once you get her into the corner. If Setsuki knocks you down, your gS is extremely powerful, as it beats any setup that doesn't start with kunai, forcing Setsuki to favour throws and command throws more often which are risky.


  • If you block the first hit of ninjaport, mash B - your BB will beat it for 2 damage every time, regardless of whether Setsuki uses the kick or the command throw! If you don't block it you can still make her block a BA, as long as it isn't spaced to combo.
FS icon Valerie.png
Rushdown Valerie is heavily advantaged in neutral, DeGrey must use ghost and jBB to force Valerie to push fewer buttons. From there, he can approach more freely and begin pressuring. Also, the less health Valerie has, the fewer risks she can afford to take, which DeGrey can leverage to his advantage.


  • When you block magenta, you can parry both yellows and rainbow with gS. If you attempt this after being hit by magenta, yellow will whiff but not be parried due to the invincible startup of gS.
  • After blocking magenta, you can beat yellow with truth punch or rainbow with nA, though these are exclusively callout options for if Valerie always uses yellow or rainbow - truth punch will be counterhit by rainbow, enabling it to combo into cyan magenta, and nA will be counterhit similarly by yellow, so these are too risky if Valerie is correctly mixing between these options. Similarly, after being hit by magenta, daggerfall will beat yellow.
  • Punish chromatic orb with bA on block. If outside of bA range, there is no punish on block. Note that if you can block a strike on reaction, you can parry it on reaction.