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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.
DeGrey is a character heavily oriented around frame traps. In the corner, his damage on almost any counterhit is high and in the corner his pressure becomes terrifying. He also has a powerful neutral tool in his otherworldly friend, Desdemona. DeGreys biggest weaknesses are his lack of a reliable reversal and his sometimes 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.
Super meter charge time: 15 seconds
- 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.