Pocket Bravery/Daisuke/Strategy

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Last updated in version 1.23

🇧🇷 PT


General


Daisuke in general is considered a somewhat difficult character to learn at the beginning. He will depend heavily on his cancels with the stance (236HK~5LK) on his normals in order to play neutral. Daisuke doesn't have positive buttons or elementals that make him positive, therefore, you need to have a great knowledge of spacing and learn how to navigate neutral with your normals and quick cancelling into the stance (even similar to Johnny's gameplay, from Guilty Gear Series).


Buttons


Regarding your normals in neutral, abuse a lot of 2.LP and 5.HP canceled in the stance to stay safe. It is also possible to fish for confirms with other buttons, such as 5.HK, which has an interesting delay to confuse the opponent and miss the whiff punish window, mix those up. His tk orb (J.2369LP+HP), it's important that you do it close so you're not punishable) can also be used in neutral as a midscreen space control projectile, in order to limit the approach of some characters (Ndidi, Arshavyn, Kimberly, Nuno, etc.).


Specials


Daisuke has great tools to approach and get closer. His 66.HP "dash attack" is excellent for getting an opening for a combo if you catch a hit, start pressure by canceling his stance or forcing a mix up with 236.LP, which, if it counters a mash attempt, it is possible to combo with 2.LP and extend with 236.LK+HK. Speaking of 236.LP, it is also a great neutral move and I would say even fundamental in certain matchups, especially against zonners. With this move, in anti-air situations for example, it is possible to confirm in super (Mil Cortes) or, if you are in the correct range and prefer a more optimized conversion, you can also choose to do 236.LK and cancel in 214.LP+HP and finish with a special move. There also other optimal routes in a wide variety of situations, in midsceen allowing for great corner carry, damaging corner routes, it's a rather versatile move. Daisuke also has a divekick (J.236LP and J.236HP which has a second hit, but is very punishable on block). It's recommended to use it in certain specific matchups to force the opponent to miss anti-air and punish them if they use dp as an option.


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Malika
Ndidi
Jorge
Sebastian
Hadassa