Overview
Lore
WIP. Complete brief character lore write-up.
Character Stats
Health |
Character Type |
Maximum Combo Points |
Unique Trait
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90 |
Wild Card |
4 |
Moral High Ground. While your opponent has more cards in hand than you, your strike attacks deal extra damage equal to the difference (compute this bonus after your combo is finished).
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Overview
WIP. Complete overview of character gameplay.
Strengths |
Weaknesses
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- Court's Adjourned. When both DeGrey and the opponent have a large hand, he is able to threaten unparalleled burst damage - potentially upward of 50 damage in a single combo! Starting this combo is also low-risk and hit confirmable using normal attacks or DeGrey's S1 dodge super. Once the stakes are set, if the opponent slips up even once they go directly to jail (and do not pass go). Even when you are at a low hand and lack bigger combo options, DeGrey's unique trait bolsters his pokes and makes it much harder for the opponent to safely throw you.
- Deadly Rebuttals. DeGrey's specials are all tailor made to counter specific types of moves. His X and Y specials are able to call out strikes of speed 8 or higher, inflicting huge reward on a successful read. While his Z projectile can run over other level 1 projectiles and confirm into big combo damage as well. When not trying to land a huge game ending MHG combo, DeGrey's chunkier combat wins come from making good reads on these move types. Once the opponent has learned to fear these tools, DeGrey will be able to more confidently poke with his slower normals or even threaten throw.
- Grand Supers. Both of DeGrey's super moves are highly rewarding and fairly low-risk, high-reward to employ in neutral. His only reversal, S2, does a ton of damage, is safe on block, and is easily hit-confirmed from his normal pokes! This combined with his recurring S1 dodge super, allows him to employ a simple but powerful mix-up of attack / dodge. Since S1 recurs and S2 can be confirmed into from exchangeable pokes, DeGrey can maintain the lingering threat of this big damage payout over the course of multiple turns.
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- Specialized Skillset. Behind DeGrey's powerful, unique tools are a set of weaker than average normal moves, that make it more challenging for him to play around fundamental strategies. His mix-ups are weaker due to having only a single, slow overhead attack and more inconsistent reward off his throw than most due to his lack of enders. In addition to this, DeGrey's general move-set struggles to deal with the common speed 7 attack in neutral. His only special that can be used in a combo, Z, generally relies on his unique trait to add any meaningful damage to his meterless confirms. Due to his stilted neutral and lackluster mix-ups, a simple low block is often enough to fend off DeGrey in the early game.
- Discipline Required. DeGrey really needs to build a hand and meter to threaten bigger combo damage and access his great super moves. His ability, Ghostly Discipline, can assist somewhat with building super meter, but generally DeGrey will need to successfully block to build his hand. This often encourages DeGrey to focus on a poking playstyle, to help conserve his resources and guarantee a pay-out on his more expensive combo options. Knowing when and how to commit his resources in the mid-game is important to guarantee DeGrey can lock-in those high reward, burst damage turns later on.
- Not a Defense Attorney. DeGrey's only reversal is his S2, which is somewhat expensive at 2 meter and a move he would much rather use to complement his poking game. The attack countering qualities of his X and Y specials only function when not knocked down. Due to his slower resource generation, DeGrey will often have to make tougher decisions than most characters when knocked down. Opponents will find that DeGrey is more vunerable than most characters when stuck with low resources.
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Moves
Normal Moves
A. Quick Low Attack
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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4
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0
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8
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Chain Combo
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1
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Low
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B. Light Attack
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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4
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0
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7
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-
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1
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-
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D. Medium Low Attack
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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5
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0
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6
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Chain Combo
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1
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Low
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E. Heavy Low Attack
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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6
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0
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5
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Chain Combo
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1
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Low
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F. Power High Attack
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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7
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0
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4
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-
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1
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High
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Low Block
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Block
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-
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-
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-
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-
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-
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On block: Draw a card. Recurring
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High Block
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Block
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-
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-
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-
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-
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-
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On block: Draw a card. Recurring
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Dodge
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Dodge
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-
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-
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-
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-
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-
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-
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Throw
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Throw
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8
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-
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4
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Starter
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2
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Knockdown
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Special Moves
X. Daggerfall Thrust
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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7
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2
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2
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Starter
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1
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Edge. If you are not knocked down, beats normal and special strikes of speed 8 and higher
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Y. Tyrant Crusher
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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14
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4
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1
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Can't Combo
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-
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Unsafe on Block. If you're not knocked down, beats any strike of speed 8 and higher. When this beats an attack, return it to your hand OR have it do double damage (innate triggers twice too).
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Z. Ghost Assist
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Attack
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1
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1
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4
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Linker
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0
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Projectile Lv. 2, Edge. Can't power up with this card.
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Super Moves
S1. Ghost Riposte
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Dodge
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-
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-
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-
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-
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-
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Costs 1 Super Meter. Recurring. Avoids attacks. If you dodge a strike, you can hit back with a full combo.
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S2. Final Arbiter
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Move Type
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Damage
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Block Damage
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Speed
|
Combo Type
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Combo Points
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Attributes
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Attack
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20
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2
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11
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Ender
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3
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Costs 2 Super Meter.
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Ability Card
Ghostly Discipline
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Move Type
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Damage
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Block Damage
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Speed
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Combo Type
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Combo Points
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Attributes
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Ability
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-
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-
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-
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-
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-
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Fetch all Zs from your discard pile. If there are none to fetch, discard a card and gain 1 super meter.
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Combos
Basic
DeGrey's Signature Chain Combo. A > Z > D > E > F > Z = 24 Damage + MHG Damage + The Edge + 2 Meter. (EX. If your starting hand and the opponent's are both 10, total damage will be 48).
Max Damage S1 Confirm. X > F > Z > E > F > Z = 29 Damage + MHG Damage + The Edge + 1 Meter. (EX. If your starting hand and the opponent's are both 10, total damage will be 53).
Super Confirm. A > S2 = 24 Damage + MHG Damage.
Throw Confirm. Throw > E > F = 21 Damage + MHG Damage + 1 Meter.
During Knockdown
Low Mix-Up. A > B > Z = 9 Damage + MHG Damage + The Edge + 1 Meter.
High Mix-Up. F > Z > A > B = 16 Damage + MHG Damage + 1 Meter.
Strategy
General
WIP. Complete later.
Matchups
Geiger
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Something about gears.
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