Story
Black Dahlia is the right hand assassin of Lorenzo Medici, head of the mighty Medici crime syndicate that rules New Meridian from the shadows. A former agent of the Anti-Skullgirl Labs, Black Dahlia was mortally wounded decades ago in a confrontation with a Skullgirl and rebuilt with experimental cybernetic technology. The experience left her with an unquenchable thirst for blood and fascination with the despair and suffering of others.
She betrayed her peers to fight as a hired hitwoman for whomever could keep her paid (and entertained). After Medici Tower is destroyed by the Skullgirl, Lorenzo sends Black Dahlia off on a killing spree to stop Marie and retrieve the stolen Life Gem from Ms. Fortune. However, Black Dahlia finds herself jaded with her employer and drawn to the forbidden thrills only the Skull Heart can provide...
Overview
Black Dahlia is an adaptable mid-ranged character with an arsenal of deadly tricks. She has two resources that she needs to manage to get the most out of her offense. Her strong but occasionally random bullets and Empower, a hitgrab that enhances her HP attacks and grab the next time she uses them. She moves quickly for an old hag, sporting a unique command dash that you can use on the ground or in the air for tricky movement in neutral and offense. Playing Dahlia involves a lot of planning ahead with her bullets, traps, and teleport while also being able to quickly adapt if things don’t go how you originally intended. Whilst her overall damage is on the lower end, creative use of her full suite of options opens up complex setplay, neutral and pressure situations.
Playstyle
Black Dahlia is an aggressive zoner who controls the stage with various tricks, traps, and a grenade launcher with specialized rounds.
|
Strengths |
Weaknesses
|
- Mobility - Sporting a UNI-style forward dash along with her normal dashes, a teleport, and a j.LK that slightly adjusts her momentum, Dahlia has plenty of movement options to help her approach or retreat.
- Great Normals - Most of Dahlia's normals have long range and/or disjointed hitboxes, and her H buttons have useful followups when empowered. Her 2MK places a grounded trap that holds opponents in place it it hits them.
- Grenade Launcher - One of the most versatile tools in the game. Dahlia's grenade launcher can hold six different types of ammo, which has various applications for zoning, pressure, combos, assists, you name it. In addition, "Last Call" lets her load any type of ammo in any order, allowing for highly damaging combos with 5 buck shots or varied zoning with a mix of ice and rail shots. Get creative!
- Utility Supers - Dahlia has four supers that trade raw damage for utility; "Last Call" lets Dahlia load a custom mag into her grenade launcher, "Stage Hazard" is great for combo extensions, and "Parting Gift" sticks an armor-breaking explosive on the opponent that can be detonated at any time. Most notably, "Girls Night" gives Dahlia unmatched neutral control, threatening the opponent from several different ranges at once independent of Dahlia herself.
|
- Some Assembly Required - Dahlia's best tools - from special ammo to teleports to Empowered state - all require proper setup before they can be used. Since she'll be using these tools often, knowing where and when to set up is key to playing Dahlia effectively, as one mistimed reload can very quickly spell death for her.
- Weak Defense - Dahlia's only reversal tool, "Counter, Strike!", is very exploitable without a properly-spaced doily, making her reliant on either her teammates or system mechanics to get her out of trouble.
- Low Damage - Dahlia lacks combo damage and damage as whole, she will have harder times finishing off characters, Dahlia's supers deal relatively low damage despite their high versatility.
|
Stats
Chains
Standing
|
4 Buttons: → → or → or
|
Crouching
|
4 Buttons: → → or → or
|
Air
|
5 Buttons: → → → → or
|
Movement
Weight
|
Dash
|
Double Jump
|
Airdash
|
IAD Lockout
|
Medium
|
Step
|
N/A
|
N/A
|
N/A
|
Wakeup Time
Forward Tech
|
Backward Tech
|
Sliding KD
|
Hard KD
|
Crumple
|
40
|
41
|
79
|
41
|
28
|
Assists
Order Up! (default assist)
Order Up! (default assist)
A slow moving projectile assist that uses Dahlia’s ammo system.
The M version is default, it travels in a diagonal trajectory in the air.
The L version is sent horizontally. Lightning and Railgun shots travel fullscreen with this version.
The H version has a higher angle than the M version.
When Dahlia runs out of ammo, calling assist will instead cause Dahlia to reload.
The twist on this assist comes when you load a special bullet and tag Dahlia out, letting you choose an assist for either lockdown (Ice), mixup/pressure (Fire), damage (Buckshot) or zoning/poke (Railgun / Lightning).
2MK (default assist)
A space-control, neutral projectile assist that hits low and lasts for 2 seconds on screen.
Especially good for incomings, okizeme and setups that require long air strings to perform.
Calling it in neutral means if they jump at you, you'll be able to push block them towards the trap.
Can be cancelled into Counter, Strike! (623K) on Alpha Counter.
5HP
Overhead assist. Good for mixup/pressure on block. Combo tool.
Counter, Strike! (623LK/MK)
Pseudo DP assist. Decent Alpha Counter. Good to make resets mash safe.
Good for counter calling assists, but must be done quickly on reaction or before them.
Since it doesn't put the enemy in blockstun when you use it in neutral, you can throw them safely unlike with normal DP assists.
Empower (236LPLK)
A hitgrab setup assist assist that powers up Dahlia.
Move List
Standing Normals
Business and Pleasure Toggle Hitboxes Toggle Hitboxes
|
5LP
|
s.
|
|
x1
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Chains Into Self
|
300
|
2.5%
|
+4
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
2
|
14
|
19
|
17
|
7
|
N/A
|
|
|
x2
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
300
|
2.5%
|
+4
|
+2
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
3
|
13
|
19
|
17
|
9
|
N/A
|
|
|
- If 5LP x1 whiffs, x2 followup becomes slower (13f startup).
|
|
Serrated Edge Toggle Hitboxes Toggle Hitboxes
|
5MP
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
200 x2, 250
|
3.6% x2, 5.4%
|
-8
|
-14
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
3 x3
|
33
|
27 x3
|
21
|
3x2, 9 (1x2, 9 on block)
|
N/A
|
|
|
- Moves her forward.
- Good midrange tool to start pressure and poke at opponent.
- 3-hit Multihit
|
|
Skull Cracker Toggle Hitboxes Toggle Hitboxes
|
5HP
|
s.
|
|
5HP
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
1000
|
10.0%
|
Ground Bounce, KD
|
-17
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20
|
2
|
43
|
34
|
27
|
11
|
N/A
|
|
|
5[HP]
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High, Mid
|
Projectile (second hit)
|
1000, 500
|
10.0%, 4.5%
|
Ground Bounce, KD
|
-15
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
20
|
2, (12), 6
|
45
|
34
|
27 x2
|
11, 8
|
N/A
|
|
|
- Her only grounded overhead.
- Can be held for a followup when empowered, which knocks the opponent up much higher.
- Can reload mid-combo without spending OTG universally with Empowered 5HP > Another Round > Rush Order > 2LP.
|
|
Shin Splitter Toggle Hitboxes Toggle Hitboxes
|
5LK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
425
|
2.5%
|
+3
|
+4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9
|
2
|
21
|
25
|
26
|
6
|
N/A
|
|
|
- Standing low.
- Moves her forward slightly.
- Only normal to combo into 5MK.
|
|
Stilletto Stab Toggle Hitboxes Toggle Hitboxes
|
5MK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
600
|
7.5%
|
-3
|
-7
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
4
|
27
|
27
|
23
|
9
|
N/A
|
|
|
- Moves her forward significantly.
|
|
Highball Heel Toggle Hitboxes Toggle Hitboxes
|
5HK
|
s.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Launcher
|
700
|
10.0%
|
±0
|
-13
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
3
|
30
|
32
|
23
|
10
|
N/A
|
|
|
- Her only launcher.
- Moves her forward slightly.
|
|
Crouching Normals
Tchotchke Roulette Toggle Hitboxes Toggle Hitboxes
|
2LP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
325
|
2.5%
|
+2
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
2
|
17
|
20
|
19
|
7
|
N/A
|
|
|
- Her fastest normal.
- A random weapon will be used to attack, but every weapon behaves the same, similar to Peacock's M Bang.
|
|
Swan Strike Toggle Hitboxes Toggle Hitboxes
|
2MP
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
500
|
7.5%
|
-6
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
3
|
28
|
24
|
25
|
9
|
N/A
|
|
|
- Powerful vacuum inwards on hit.
|
|
Quake Toggle Hitboxes Toggle Hitboxes
|
2HP
|
c.
|
|
2HP
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
750
|
10.0%
|
-4
|
-9
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
5
|
31
|
20
|
23
|
20 (on block 12)
|
N/A
|
|
|
2[HP]
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile (second hit)
|
750, 500
|
10.0%, 4.5%
|
Sliding KD
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
3, (14), 5
|
42
|
20, 24
|
23, 27
|
20, 7
|
N/A
|
|
|
- Ignites the oil from Stage Hazard.
- First 2 active frames cannot hit the opponent, they are there to trigger the oil from Stage Hazard.
- Can be held for a followup when empowered.
- Both versions hit on both sides.
|
|
Blade Waltz Toggle Hitboxes Toggle Hitboxes
|
2LK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
-
|
175 x3
|
2.05% x3
|
+1
|
+1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
8
|
4 x3
|
17
|
21 x3
|
21 x3
|
3x3
|
N/A
|
|
|
|
|
Medici Mousetrap Toggle Hitboxes Toggle Hitboxes
|
2MK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
70% Damage Scaling
|
400
|
5.25%
|
+35
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
25
|
147, (4), 4
|
30
|
25
|
17
|
35 (7 on block)
|
N/A
|
|
|
- Leaps backwards with a slight high profile.
- The trap will activate after a 4 frame delay when an opponent steps on it, or after a few seconds have elapsed.
- The high hitstop makes it very easy to convert from a hit.
- If a trap is already onscreen, this move will move you backwards as usual, but it will not spawn a new trap.
- Despite the animation Dahlia is never airborne throughout this move.
- Big Band can parry this high or low.
|
|
Clean Sweep Toggle Hitboxes Toggle Hitboxes
|
2HK
|
c.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Low
|
Sweep
|
1050
|
7.5%
|
Soft KD (Invuln.)
|
-5
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
3
|
24
|
38
|
21
|
10
|
N/A
|
|
|
- Black Dahlia's sweep.
- Negligible low profile.
|
|
Jumping Normals
Knife Drawer Toggle Hitboxes Toggle Hitboxes
|
jLP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
325
|
2.5%
|
+5
|
+8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
16
|
23
|
26
|
7
|
N/A
|
|
|
- Like 2LP, she pulls out a random weapon to attack, but all weapons behave the same.
|
|
Cape Fear Toggle Hitboxes Toggle Hitboxes
|
jMP
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
300, 200
|
7.5% x2
|
+4
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12
|
2, (3), 3
|
24
|
28 x2
|
31, 20
|
9x2
|
N/A
|
|
|
- Pushes the opponent away, comboing consistently into jHK.
|
|
Firecracker Toggle Hitboxes Toggle Hitboxes
|
jHP
|
j.
|
|
jHP
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
650
|
10.0%
|
+7
|
+10
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
3
|
19
|
29
|
32
|
11
|
N/A
|
|
|
j[HP]
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
400x3
|
10.0%x3
|
KD
|
-4
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
13
|
6
|
17
|
18
|
21
|
16
|
N/A
|
|
|
- Can be held for a modified version when empowered, which features a wide spread of hitboxes that knocks down, but is no longer an overhead.
- Empowered version has 3 separate hitboxes, need a wide character to hit all 3 on.
- Good for crossups, empowered version especially so.
|
|
Exploding Knees Toggle Hitboxes Toggle Hitboxes
|
jLK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High (rising mid)
|
-
|
300
|
2.5%
|
-6
|
-3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
4
|
19
|
16
|
19
|
7
|
N/A
|
|
|
- Ignites the oil from Stage Hazard.
- Halts downward momentum slightly.
|
|
Fatal Fleury Toggle Hitboxes Toggle Hitboxes
|
jMK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
High
|
-
|
500
|
7.5%
|
±0
|
+3
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
14
|
3
|
25
|
27
|
30
|
10
|
N/A
|
|
|
|
|
Death Pendulum Toggle Hitboxes Toggle Hitboxes
|
jHK
|
j.
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
-
|
500, 450
|
5.0%x2
|
-9
|
-6
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
3, (7), 2
|
36
|
28x2
|
31x2
|
5, 11
|
N/A
|
|
|
- Long very disjointed hitbox, great to harass with and burst bait.
- Lacks hit box in front of Dahlia, use with care.
- Great for pressuring opponent from a distance and zoning.
- Combo after with 236LP KK.
|
|
Universal Mechanics
Door Mat Toggle Hitboxes Toggle Hitboxes
|
Air Throw
|
+ (in air)
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Air Throw
|
50% Damage Scaling
|
900
|
9.0%
|
KD
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7
|
3
|
18
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Can convert with OTG 2HK 236LPLK.
|
|
Shot In The Dark Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag Projectile
|
750 (400)
|
5.14%
|
KD
|
-40
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
--
|
71
|
26
|
21
|
16 (9 on block)
|
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag
|
1100 (250)
|
6.0%
|
Wall Bounce
|
-46
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
3
|
68
|
26
|
17
|
13 (7 on block)
|
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag Projectile
|
800 (500)
|
4.50%
|
KD
|
-40
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
4
|
67
|
28
|
26
|
17 (4 on block)
|
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag Projectile
|
300, 400 (100, 200)
|
1.8%, 6.0%
|
-28, KD
|
-40
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
--
|
71
|
26, 25
|
23, 19
|
16, 12 (7, 7 on block)
|
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag Projectile
|
250x3 (125x3)
|
1.93%x3
|
+97
|
-26
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
1, (14), 1, (14), 1
|
71
|
108
|
20
|
14x3 (7x3 on block)
|
|
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Tag Projectile
|
375x3 (100x3)
|
1.44%x3
|
+8
|
-40
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
1, (3), 1, (2), 1
|
71
|
14
|
17
|
43 (13 on block)
|
|
|
|
Empty
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Tag
|
N/A
|
N/A
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
39
|
N/A
|
71
|
N/A
|
N/A
|
N/A
|
|
|
|
- Uses ammo, fires a shot of the previously loaded type.
- If Dahlia has no ammo the tag animation plays but no shot is fired.
|
|
See You Around Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Snapback
|
0
|
-100%
|
N/A
|
-21
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
12 + 3
|
4
|
44
|
21
|
30
|
9
|
|
|
|
- Causes the barrel to explode if hit directly.
|
|
Specials
"A classic!" Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
750 (400)
|
(2.5%) 5.14%
|
+11, KD in air
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
23
|
--
|
32
|
26
|
21
|
16, 9 on block
|
N/A
|
|
|
- Dahlia shoots her gun, with different properties depending on ammo type. Grounded LP shoots straight ahead, while MP and HP point upwards. Air LP points downwards, MP points straight ahead, and HP points upwards.
- Standard Shot - Regular projectile that lightly explodes, arcs downwards when fired.
|
|
"Medici Mule!" Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid (ground) High (air)
|
-
|
1100 (250)
|
(2.5%) 6%
|
Wall Bounce
|
+8
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
2
|
30
|
26
|
26
|
13
|
N/A
|
|
|
- Buck Shot - A large shotgun blast instead of a projectile, bounces the opponent off of the walls or ceiling. Reaches midrange.
- Highest damage with the least amount of damage scaling out of all shots.
- If the same strength is used in a combo, the damage is reduced to 880 until the combo ends. Use all 3 strengths in the air and on the ground to maximize damage.
- Ignites the oil from Stage Hazard.
|
|
"Screwdriver!" Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
800 (500)
|
(2.5%) 4.5%
|
KD
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
4
|
30
|
28
|
26
|
17, 4 on block
|
N/A
|
|
|
- Rail Shot - Shoots a teal beam in a straight line.
|
|
"Hot Toddy!" Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
300, 400 (100, 200)
|
(2.5%) 1.8%, 6%
|
+11, KD
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
--
|
32
|
26, 25
|
23, 19
|
16, 12 (7, 7 on block)
|
N/A
|
|
|
- Fire Shot - Arcs downward when fired, first hit taps opponent before exploding on the ground. Will simply explode on the ground if it doesn’t hit an opponent.
- 28 frame gap between blocking the first hit and the second hit exploding.
- Ignites the oil from Stage Hazard.
|
|
"Bottoms up!" Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, 75% Damage Scaling, Sweep
|
250x3 (125x3)
|
(2.5%) 1.93%x3
|
+119 / +72 / +31
|
+13
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
1, (14), 1, (14), 1
|
32
|
108 / 61 / 20
|
20
|
14x3 (7x3 on block)
|
N/A
|
|
|
- Ice Shot - Projectile that freezes the opponent on hit, trapping them for a long time. Arcs downward when fired.
- Possibilities are endless with the amount of hitstun from this kind of shot.
- Hitstun is decreased for each successive use in a combo, up to 3 times.
|
|
"Dark and stormy!" Toggle Hitboxes Toggle Hitboxes
|
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
375x3 (100x3)
|
(2.5%) 1.44%x3
|
+30
|
-1
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
21
|
1, (3), 1, (2), 1
|
32
|
14
|
17
|
47, (13 on block)
|
N/A
|
|
|
- Lightning Shot - Projectile with extra hits and stun compared to Standard shot. Moves in a straight line.
- Characters hit with electricity are stalled mid-air.
|
|
"Shaken, not stirred."
|
Another Round
|
+
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
28
|
N/A
|
33 (22 Rush Order)
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Dahlia reloads her ammo, with the LP version loading all slots with standard ammo, MP loading the 3rd slot with a special ammo type, and HP loading the 3rd and 6th slots with special ammo types.
- Special bullet types are loaded on a randomized cycle, and once all 5 types have been loaded a new cycle is generated. HP reload will always give two different types of special bullet, and any special bullets obtained on one reload are locked out of the next one.
- Pressing any punch button as the bullets reach their apex will shorten the move's recovery.
- Ammo is reloaded on the 29th frame.
- Can be used in-between rounds.
|
|
"I fancy Earl Grey."
|
Tea Time / Tea Slip
|
+
|
|
Set
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
26
|
N/A
|
10
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
Activate
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Invuln. (Full) (Frame 10)
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
24
|
N/A
|
34
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
Activate (Fake)
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Invuln. (Full) (Frame 10)
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
24
|
N/A
|
29
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- On the first use, Dahlia throws a doily on the ground. Using the same strength twice in a row will teleport her to the doily, using a different strength will replace the doily with a new one.
- Teleporting while holding K or having an assist on screen will cause her to feint and teleport in place.
- Doily takes 84 frames to set for all strengths.
- Last 10 frames of teleport recovery can be cancelled into anything.
|
|
"Exquisite!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Hit Grab, 55% Damage Scaling
|
200, 50, 500 (150)
|
(2.5%) 7.5%
|
+15
|
-15
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
16
|
2
|
42
|
22
|
19
|
25 (9 on block)
|
N/A
|
|
|
- Dahlia grabs the opponent and then enters Empower state, which lets her power up a HP normal or her ground throw by holding HP during the animation. Once she uses a powered up move, she exits the state.
- If Empower is used a second time in a combo, your victim falls into a Soft KD (Invuln.)
|
|
"Bring it!" Toggle Hitboxes Toggle Hitboxes
|
Counter, Strike!
|
+
|
|
Parry
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
(2.5%)
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
0
|
26
|
44
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
Riposte
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Invuln. (Full) (Frame 1)
|
1200 (150)
|
18%
|
Crumple
|
-11
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
17
|
3
|
35
|
20
|
20
|
14 (6 on block)
|
N/A
|
|
|
Teleport
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
Invuln. (Full) (Frame 1)
|
N/A
|
0
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
6
|
N/A
|
32
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Ayo she got Testament Warrant.
- Doesn't work against bursts.
will strike in front.
will strike behind.
will teleport to a placed doily (if it exists) otherwise the input does nothing. Also works on projectiles.
- Last 10 frames of
teleport can be cancelled into anything in the same way as Tea Slip.
- Riposte and Teleport frame data graph show it countering on the first possible frame.
|
|
Supers
"Time to start the party!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile, 55% Minimum Scaling (Oil) 45% Minimum Scaling (Barrel explosion)
|
200, 100xN, 1500 (100, 100xN, 500)
|
-100%
|
KD (Barrel) Sliding KD (Oil) KD (Barrel Explosion)
|
-14
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
7 + 8
|
--
|
30
|
20
|
13
|
10 (1 on block)
|
|
|
|
- Dahlia pulls out an oil barrel and kicks it forward, leaving oil puddles behind it.
- Certain fire-based moves from Dahlia can ignite the oil, causing a large burst of flames.
- Hitting the barrel will send it forward with an attack, similar to Ms Fortune's Decap Attack.
- The barrel loses health when it collides with targets, not when it gets hit by attacks.
- Barrel becomes damaged after 5 collisions and explodes on the 6th.
- Dealing enough damage to the barrel will cause it to explode. It'll explode instantly when hit by an oil puddle explosion.
|
|
"Enjoy it while it lasts... There's no escape." Toggle Hitboxes Toggle Hitboxes
|
|
Set
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile 45% Damage Scaling
|
0
|
-100%
|
Stagger (+37 / +52 CH) OR +3
|
-16
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
10 + 0
|
--
|
39
|
25
|
17
|
13
|
|
|
|
Detonate
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
1750 (200)
|
0%, -100% (if DHC)
|
KD
|
-12
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
9 + 7
|
10
|
32
|
24
|
20
|
9
|
|
|
|
- Dahlia chucks a bundle of dynamite that sticks to the opponent, bunny girls, any assist, or the ground that can be manually detonated later.
- You cannot DHC from the detonation.
- Ignites the oil from Stage Hazard on detonation.
- If a character stuck with dynamite is tagged out, dynamite will stay on that character after tagging back in.
- Dynamite is removed if they perform a successful snapback.
- Will only stick to allies if
is used in the input.
- If Dahlia dies and the dynamite is still ticking:
- It takes 199f (2.6s) to explode on its own.
- If stuck to the enemy point character it will fall off and arm itself.
- If stuck to an ally assist, it will fall off and arm itself when the character arrives on incoming, to protect them.
- If stuck to an enemy assist, it will fall off immediately from the camera edge behind the point character and arm itself.
- If stuck to a Bunny Girl, it will fall off and arm itself when the Bunny Girl leaves.
- Detonation can be delayed for dramatic effect during super hitstop (at the cost of up to 1 meter).
|
|
"I've got a job for you, girls." Toggle Hitboxes Toggle Hitboxes
|
|
Summon
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
-
|
-
|
N/A
|
-300%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
5 + 0
|
N/A
|
24
|
N/A
|
N/A
|
N/A
|
|
|
|
Bonnie (Shotgun)
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
75% Damage Scaling
|
850x3 (200x3)
|
N/A
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
N/A
|
20
|
23
|
45 (8 on block)
|
N/A
|
|
|
Killer (Knife)
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
75% Damage Scaling
|
600x3 (0x3)
|
N/A
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
N/A
|
20
|
23
|
45 (8 on block)
|
N/A
|
|
|
Buttercup (Pistol)
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
75% Damage Scaling
|
400x3 (150x3)
|
N/A
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
N/A
|
20
|
23
|
35 (8 on block)
|
N/A
|
|
|
- Dahlia rings a bell to summon her three stooges that act independently from her, with each having their own attack and pattern.
- Bonnie moves towards the front of your opponent, she waits 100f before her next attack.
- Killer alternates between striking the front and back of your opponent, she waits 85f before her next attack.
- Buttercup maintains a distance from your opponent, she waits 100f before her next attack.
- Buttercup shoots at targets 86 units off the ground or lower.
- Common delay of 20F before the girls can attack when recovering from physical hitstun.
- Common delay of 10F before the girls can attack when recovering from projectile hitstun.
- Delays also start on the last frame of whatever the state is before they go to idle.
- Total lifetime is 20s (1440 frames) if you somehow wait them out.
- The girls don't do bonus damage on Counter Hit.
- If the point character is hit with a snap, the girls leave.
- If a girl is hit with a snap, they will instantly die.
|
|
Taunt
"Enough talk. Have at you!" Toggle Hitboxes Toggle Hitboxes
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
Mid
|
Projectile
|
N/A
|
0%
|
+4 (+60 CH)
|
±0
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
62
|
--
|
28
|
27
|
23
|
4 (60 on CH)
|
N/A
|
|
|
- Dudley rose
- Deals no damage.
- Puts opponent in absurd amount of hitstop on CH.
- Adjust the trajectory of her thrown glass by holding forwards or backwards.
- Guarantees that the little snowman on the freeze animation will appear after hitting the opponent with an Ice Shot.
|
|
"OHHohohohohoho."
|
Assist Taunt
|
Automatically done after an assist move
|
|
Guard
|
Properties
|
Damage
|
Meter
|
On Hit
|
On Block
|
On Pushblock
|
N/A
|
-
|
N/A
|
0%
|
N/A
|
N/A
|
|
Startup
|
Active
|
Recovery
|
Hit Stun
|
Block Stun
|
Hit Stop
|
Super Hit Stop
|
N/A
|
N/A
|
51
|
N/A
|
N/A
|
N/A
|
N/A
|
|
|
- Amount of time it takes for the character to turn invulnerable after they finish performing their assist action.
- Longer recovery → more time to punish the assist.
|
|
Colors
Intro Poses
Win Poses
Victory Cakes
Players to Watch
Disclaimer: This list is derived from community input and is in no way comprehensive or a form of ranking of any kind. Our community criteria can be found here.
Usual Color |
Handles/Links |
Region |
Status |
Notes
|
|
SonicFox
|
 United States NY
|
Active
|
2MK / H DP / H Beam Considered the strongest all around Dahlia currently, has very suffocating offense. Example Play
|
|
MPGame
|
 United States MD
|
Active
|
H Bypass / 2MK / H Beam A great example of trap assist usage and a more zoning based Dahlia style. Example Play
|
|
Triviality
|
 United States NY
|
Active
|
Held M Item / 2MK / DnB A very creative and freestyle player, will do insane setups on the fly. Example Play
|
|
Reis
|
 United States SoCal
|
Active
|
2MK / Pillar / H Hairball Incredibly optimized Dahlia, knows how to squeeze out damage in any situation. Example Play
|
General
|
|
Characters
|
|
|
|
Mechanics
|
|
Other
|
|