Fantasy Strike/DeGrey

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DeGrey.png

Introduction

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.

Lore

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.

Overview

Health Character Type Super Meter charge time Ghost charge time
6 Wildcard 13 Seconds 2.25 Seconds

General

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 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.

Unique Traits

  • 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

Moves

Ground

FS A.png
FS DeGrey 5A.png
Punch
FS DeGrey 5A 2.png
Punch of Justice
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv 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
*nudge*
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 15 8 12 3 1 9 Throw Inv 13-32 Strike
  • Can cancel into FS B.png or FS C.png on hit or block.
  • Throw invulnerable frames 13-32.
  • 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
the party starter
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv 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 in a ground bounce state.

Considerably disjointed range. Most commonly used after a blocked Daggerfall as a deadly frametrap on Counter-Hit, which leads to 4 damage anywhere with FS R.png+FS A.png > FS B.png+FS B.png (Tyrant Crusher).

Despite being negative, the pushback on block is virtually enough to keep it safe.


Counter-Point Step
FS B.png
FS DeGrey 5B.png
Step
FS DeGrey 5B 2.png
Daggerfall
FS DeGrey 5B 3.png
Tyrant Crusher
FS DeGrey 5B 4.png
Justice Kicks
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv 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.
  • If none of the follow-ups are done he returns to his original position.

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.

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.

Being very plus on block, it 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. Can be made safe on block at maximum range.

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.
  • First hit deals damage, second hit will knockdown.
  • 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.


Ghost
FS C.png
FS DeGrey 5C.png
Assist!
FS DeGrey 5C 2.png
Desdemona
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
- 8 P 23 - 26 - - Projectile
  • Level 2 hitgrab projectile that breaks armor and 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.
  • Will catch jumping opponents on their way down.
  • DeGrey cannot throw opponents while Ghost currently has them grabbed.
  • 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 2 damage if DeGrey is close to the opponent.


Throw
FS T.png
FS DeGrey T.png
Gotcha!
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1 3 4 16 KD - KD Knockdown Throw
  • Input FS L.png to throw backwards.

DeGrey gets more meaningful Okizeme after a throw compared other characters, as he can call Desdemona for good Okizeme and continue pressure.


Ghost Riposte
FS S.png
FS DeGrey 5S.png
pls don't throw
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
2 5 28 28 - - - Strike Inv 1-5 Parry
  • Reversal Super that deals 2 damage.
  • Strike Invincible from frames 1-5.

Being a Parry, it beats safe-jump set-ups but doesn't counter grabs or projectiles.

Because of its invincible start-up, it can be buffered right after a move that's negative on block. Provided the move doesn't have too much recovery, DeGrey can bait his opponent into whiff punishing his blocked move, than go into this Super as essentially a frametrap. Very useful as it creates a threat of punishing a whiff punish, and also makes the opponent think twice about going on the offensive.

Air

FS A.png
FS DeGrey JA.png
Aerial Punch of Justice
FS DeGrey JA 2.png
Two-Fisted Punch of Justice
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv 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!
Version Damage Startup Active Recovery Hit Adv Block Adv Counter Adv 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
Assist!
FS DeGrey JC 2.png
Ghost
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv 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
oh did you just jump? Prepare to eat it buddy
Damage Startup Active Recovery Hit Adv Block Adv Counter Adv Properties Attribute
1/3 0+1 20 24 KD -7 KD Knockdown Strike
  • Frame 1-2 invincible.
  • Breaks armor.
  • Becomes 3 damage on Counter-Hit, with a visible "POW" sign.
  • Crosses-up at certain heights (around the opponent's head).

DeGrey zooms across the screen with a fast punch, falling slightly as he travels. Most commonly used to whiff punish from a far distance, close the gap versus zoners, or to even escape pressure.

Since Desdemona doesn't travel with him, it can be used to set up Ghost shenanigans, as Desdemona will likely be on the other side of the screen.

Combos

Basic

  • 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)

Counterhit

  • 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)

Situational

  • 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.


Strategy

General

Guides

Sente's Random DeGrey Thoughts

Matchups

Name Type Matchup Strategy
Argagarg
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.

Notes:

  • 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.
DeGrey
FS icon DeGrey.png
Wild Card -
Geiger
FS icon Geiger.png
Zoner -
Grave
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.

Notes:

  • 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.
Jaina
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.
Lum
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.
Midori
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.

Notes:

  • 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.
Onimaru
FS icon Onimaru 1.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.
Quince
Quince.png
Wild Card -
Rook
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.

Notes:

  • 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.
Setsuki
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.

Notes:

  • 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! This also works if you don't block it, as long as it isn't spaced to combo.
Valerie
FS icon Valerie.png
Rushdown Notes:
  • 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.
  • There is no punish for chromatic orb on block - instead, if you were able to block it you could have used gS to parry it.


General
FAQ
Controls
Mechanics
Glossary
Characters
Grappler
Rook
Midori

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