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The King of Fighters XV/Darli Dagger: Difference between revisions

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{{CharNavbox_XV}}
{{CharNavbox_XV}}
<section begin="image"/>[[File:KOFXV Darli Profile.webp|thumb|Darli Dagger is a shipwright who runs a workshop on an island. In addition to her own monstrous strength, she fights using the technical skills she inherited from being a carpenter and the self-defense wisdom she learned from pirates.<br/>She sets out together with Haohmaru in helping Nakoruru with her mission. More exciting than seeing the latest developments in ship building, Darli readies her blade for some intense battles that await!]]<section end="image"/>
<section begin="image"/>[[File:KOFXV Darli Profile.webp|thumb|Darli Dagger is a shipwright who runs a workshop on an island. In addition to her own monstrous strength, she fights using the technical skills she inherited from being a carpenter and the self-defense wisdom she learned from pirates.<br/>She sets out together with Haohmaru in helping Nakoruru with her mission. More exciting than seeing the latest developments in ship building, Darli readies her blade for some intense battles that await!
<div class="center" style="width: auto; margin-left: auto; margin-right: auto;">
<big>'''Jump:''' 42f
<br>'''Hop:''' 33f
<br>'''Backdash:''' 23f
<br>'''Run Speed Ranking:''' 7
</big></div>]]<section end="image"/>
{{TOClimit|3}}  
{{TOClimit|3}}  
==Movelist==
==Movelist==
Line 56: Line 62:
| '''0 Meter'''
| '''0 Meter'''
|
|
Low Confirm<br/>
Light Confirm<br/>
Anywhere <br/>
Light Confirm<br/>
Anywhere<br/>
Anywhere<br/>
Corner<br/>
|
|
move > move > move = 0 dmg<br/>
2B > c.5B > 2A > 236A = 166 dmg<br/>
move > move > move = 0 dmg<br/>
2B > c.5B > 63214K = 178 dmg<br/>
c.5D, c.5C(1 Hit) > 214C = 240 dmg<br/>
c.5D, c.5C(1 Hit) / 2C > 236A = 264 / 254 dmg<br/>
c.5C, c.5C(1 Hit) > 623C = 322 dmg<br/>
|-
|-
| '''½ Meter'''
| '''½ Meter'''
|
|
Light confirm<br/>
Anywhere<br/>
Anywhere<br/>
Anywhere<br/>
Corner<br/>
|
|
move > move > move = 0 dmg<br/>
2B > c.5B > 2A > 236AC , 623C = 242 dmg<br/>
c.5D, c.5C(1 Hit) > 214AC, 623C = 392 dmg<br/>
c.5D, 2C > 236AC, 623C = 327 dmg<br/>
c.5D, c.5C(1 Hit) > 236AC, c.5C, c.5C(1 Hit) > 623C = 442 dmg<br/>
|-
|-
| '''1 Meter'''
| '''1 Meter'''
|
|
Low Confirm<br/>
Light Confirm<br/>
Light Confirm<br/>
Anywhere<br/>
Anywhere<br/>
Corner<br/>
|
2B > 2A > 236A > 236236K = 299 dmg<br/>
2B > c.5B > 2A > 236A, 236236P = 342 dmg<br/>
c.5D, c.5C(1 Hit) > 214AC, 236AC, 623C = 458 dmg<br/>
c.5D, c.5C(1 Hit) / 2C > 236A, 236236P = 450 / 440 dmg<br/>
c.5D, c.5C(1 Hit) > 214AC, 236AC, c.5C, c.5C(1 Hit) > 623C = 554 dmg<br/>
|-
| '''1½ Meters'''
|
Light Confirm<br/>
Anywhere<br/>
Anywhere<br/>
Anywhere<br/>
Corner<br/>
|
|
move > move > move = 0 dmg<br/>
2B > c.5B > 2A > 236AC , 623C > 236236K = 368 dmg<br/>
move > move > move = 0 dmg<br/>
c.5D, c.5C(1 Hit) > 214AC, 623C > 236236K = 536 dmg<br/>
c.5D, 2C > 236AC, 623C > 236236K = 462 dmg<br/>
c.5D, c.5C(1 Hit) > 236AC, c.5C, c.5C(1 Hit) > 623C > 236236P = 584 dmg<br/>
|-
|-
| '''2 Meters'''
| '''2 Meters'''
|
|
MAX Confirm<br/>
Light Confirm<br/>
Anywhere<br/>
Anywhere<br/>
Corner<br/>
|
|
move > move > move = 0 dmg<br/>
2B > c.5B > 2A > 236A > 236236AC = 462 dmg<br/>
c.5D, c.5C(1 Hit) > 214AC, 236AC, 623C > 236236K = 594 dmg<br/>
c.5D, c.5C(1 Hit) / 2C > 236A, 236236AC = 578 / 568 dmg<br/>
c.5D, c.5C(1 Hit) > 214AC, 236AC, c.5C, c.5C(1 Hit) > 623C > 236236P = 686 dmg<br/>
|-
|-
|}
|}
Line 117: Line 159:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_fc
|moveId=Darli_fc
|description=
|description= Darli sweeps the saw blade across, then performs a second slash after.
* Long range poke, can be confirmed into 236236K Super on hit.
* Long range poke that deals high damage and is easy to hit confirm
* Slow to whiff, not disjointed, and susceptible to hops.
* First hit is special cancelable, subsequent hits must be super canceled.
* Long recovery on whiff and susceptible to hops
* High pushback on block
}}


}}
====Far D====
====Far D====
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
Line 193: Line 237:
* Sweep with pretty good range.
* Sweep with pretty good range.
* Cannot be whiff-cancelled.
* Cannot be whiff-cancelled.
* Deceptive animation, does not hit enemies in the air.
* Launches on hit, but can only be followed up with 623AC unless it is a counter hit.
}}
}}


Line 202: Line 246:
|name=jump A
|name=jump A
|input=j.A
|input=j.A
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Does not hit most crouching opponents.
* Does not hit most crouching opponents.
Line 211: Line 256:
|name=jump B
|name=jump B
|input=j.B
|input=j.B
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Has the least pushback of all of her air normals on hit.
* Has the least pushback of all of her air normals on hit.
Line 220: Line 266:
|name=jump C
|name=jump C
|input=j.C
|input=j.C
|hitboxCaptions= Hop Version, Jump Version
|description2=
|description2=
* Big air button, good for controlling space.
* Big air button, good for controlling space.
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|name=jump D
|name=jump D
|input=j.D
|input=j.D
|hitboxCaptions= Hop Version, , Jump Version
|description2=
|description2=
* Hits below and behind Darli, good for hops and crossups.
* Hits below and behind Darli, good for hops and crossups.
* Can cross up even when hopping.
* Can cross up even when hopping.
Weirdest crossup timing in the game for no discernable reason.
Crossup hitbox active for 3 frames
}}
}}


Line 239: Line 287:
{{FrameDataCargo-KOFXV
{{FrameDataCargo-KOFXV
|moveId=Darli_cd
|moveId=Darli_cd
|description=
|description= A big swing with the hammer
* Decent blowback, but Darli is lacking in good whiff-cancel options.
* This move's tall hitbox makes it pretty good for hitting an airborne opponent
* Darli's whiff cancel options out of this are not very good
}}
}}


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|description=
|description=
* Placeholder
* Placeholder
}}
====AdvanceStrike====
{{FrameDataCargo-KOFXV
|moveId=Darli_214cd
|description=
*Same animation and range as her CD.
* The throw counter is at the feet.
}}
}}


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|name=jump CD
|name=jump CD
|input=j.CD
|input=j.CD
|description2= Pretty decent j.CD
|hitboxCaptions= Hop Version, Jump Version
* Trust me on this one.
|description2= A fast lateral swing with Darli's hammer
* Can hit crouchers.
* Great for winning air-to-air interactions due to its fast startup and solid hitbox above and in front of Darli
 
* Most aerial hits can be followed up with 623AC upon landing to deal a total of 197/207 (hop CD/jump CD) damage
* Can hit crouchers, but the high hitbox requires you to press CD very late into the jump to hit a crouching opponent
}}
}}


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|input=cl.AA/c.AAX
|input=cl.AA/c.AAX
|description2=
|description2=
* Placeholder
* Uses 236A (light Blade Surf) for the meterless finisher, dealing 171 total damage
* Uses 236236P for the super finishers, dealing 256 (1 bar) and 384 (2 bar) damage
* Deals 451 damage total for the 3 bar finisher
}}
}}


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|name=Surprise Attack
|name=Surprise Attack
|input=6A
|input=6A
|description=
|hitboxCaptions= Raw Version, Cancel Version
* Placeholder
|description= Darli performs a short hop in place and swings the saw blade down.
* Used for poking, and it's pretty solid for the task thanks to its long range and great frame data for an overhead
* Never cancelable into anything, not even Quick MAX
* If canceled into, loses its overhead properties and does not gain the ability to cancel the move into anything else, but it still functions as a frametrap
}}
}}


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|name=Sweeping Shave
|name=Sweeping Shave
|input=AC
|input=AC
|description=
|description= A huge swing with the saw blade. If it hits, Darli drags the blade back after digging it into the opponent.
* Placeholder
* Cannot be canceled into and does not cancel into anything, but deals huge damage on hit
* Uniquely deals chip damage despite being a command normal; this is a property only shared by Haohmaru's AC, which is similar in function
* A hit on an aerial opponent will skip the animation that follows the first hit
* Not an overhead
}}
}}


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|name=Blade Surf
|name=Blade Surf
|input=236A/C/AC
|input=236A/C/AC
|description3=
|hitboxCaptions= A Version, C Version, EX Version
* Place Holder
|description3=Darli surfs on the saw blade, traveling at least half screen distance in the process.
* Moves Darli forward across the entire screen on all versions
* Darli's only special cancel option out of lights, and not very consistent about it. It's also guaranteed death on whiff or block. Good luck.
* The light version '''can''' combo into 236236P midscreen, if the opponent is far enough from Darli before the attack starts. 236236K will always work. Remember that the input must entered in the correct direction after the side switch, and the cancel occurs when Darli lands, not when the attack hits.
* Heavy version is much slower, but crosses up. To be blunt, this is almost completely worthless. This move also has no hitbox at all in front of Darli and is not super cancelable.
* EX version switches sides with the opponent, unless the opponent is already in the corner. Can usually be followed up with 623C, or even Close C if the opponent is in the corner.
}}
}}


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|name=Serpentine Breaker
|name=Serpentine Breaker
|input=214A/C/AC
|input=214A/C/AC
|description7=
|hitboxCaptions= A Version Level 1, A/C Version Level 2, , A/C Version Level 3, , C Version Level 1, EX Version
* Place Holder
|description7=Darli prepares the hammer for a big swing and lets it rip as soon as the punch button is released. 7 moves in one package, although only one of them could be considered worth using for any reason other than reflecting projectiles and accessing some mediocre movement options. Startup frame data indicates the minimum amount of time to enter stance, charge up the attack and activate the attack following the animation that plays after releasing the button.
* '''Light version, level 1:''' Hits the opponent and not a whole lot else. Deletes projectiles in front of Darli. Heavies will combo into this, but there is no reason to do this when moves like 236K do it better.
* '''Heavy version, level 1:''' Now it's an overhead. Reflects projectiles in front of Darli. Nothing combos into this, and it is quite slow. Very punishable on block. You are probably better off pressing 6A.
* '''Light version, level 2:''' A bigger swing that wall splats the opponent and is +4 on block. Its range is not improved over the level 1 version. Reflects projectiles on both hits. If Darli is close enough to the corner after hitting this, can start a combo after the wall splat. Might be useful if you combine this with smacking the controller out of your opponent's hand for at least 74 frames.
* '''Heavy version, level 2:''' Does more damage than the light version. It's still not very good, and takes 20 frames longer to charge up. Still reflects projectiles on both hits.
* '''Light version, level 3:''' Unblockable attack that covers the floor of the entire screen and must be avoided by being airborne or doing anything that grants strike invulnerability. Requires nearly 2 full seconds of charging though, so you won't make Hinako players jealous with this. Can reflect projectiles with the last swing and can jump over. Darli is considered airborne during this animation.
* '''Heavy version, level 3:''' Same unblockable attack, more damage. Takes 20 frames longer to charge compared to the light version.
* '''EX Version:''' Finally, a good move. Unlike all other versions, this move cannot be charged and will activate a fixed animation as soon as the buttons are pressed. Slow startup makes this only reliably combo from close heavies (not even shatter strike will combo into this) but it leads to huge damage thanks to its ground bounce property. Still reflects projectiles. Reflects projectiles on both hits. Can hit OTG in some cases but is rarely, if ever, worth doing.
}}
}}


Line 334: Line 414:
|name=Serpentine Breaker Movement
|name=Serpentine Breaker Movement
|input=214[P]~6/66/44
|input=214[P]~6/66/44
|description3=
|hitboxCaptions= Walk, Run, Backdash
* Place Holder
|description3= While charging 214P, Darli has access to some movement options.
* Hold forward to slowly walk forward while continuing the charge
* Double tap forward to dash forward. This is, for all intents and purposes, the same thing as double tapping forward while in neutral except Darli remains in counterhit state and cannot run indefinitely or cancel the run. Might be situationally decent for running in and command grabbing the opponent, but this can also be achieved by simply running in and command grabbing the opponent, with less risk and setup required for Darli.
* Double tap back to backdash. This is the same as backdashing in neutral. [[The_King_of_Fighters_XV/Movement#Backdashing|Refer to the Movement page's notes on backdashing.]]
}}
}}


Line 343: Line 426:
|name=High Tide
|name=High Tide
|input=236B/D/BD
|input=236B/D/BD
|description3=
|hitboxCaptions= Normal Version, EX Version
* Corner safe jump vs 4f reversals - 236B/D/BD > whiff 2A > (super) jump forward
|description3=Darli reaches out with a giant caliper and pulls the opponent in for a blow with her knee.
* This is a hitgrab, not a command grab; this attack can be blocked, and deals no chip damage.
* Heavy version has the longest reach and startup of the 3 variants. Can potentially frametrap from heavies.
* EX version goes just a bit further than the light version, but deals significantly more damage than the normal versions and recovers 4 frames faster. It also pushes the opponent further back on block.
* Despite being -10 on block, good spacing will ensure that this move is rarely ever punished. This makes it a solid cancel option from 2C.
* Can combo into supers in (236236P) or near (236236K) the corner, but a Climax cancel is the only way to cash out extra damage on a midscreen hit.
* Safejump: On a hit with any version near the corner, immediately whiff 2A when the animation ends, then jump (or super jump) forward.
}}
}}


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|name=Tall High Tide
|name=Tall High Tide
|input=623A/C/AC
|input=623A/C/AC
|description3=
|hitboxCaptions= Normal Version, EX Version
* Safe jump vs 4f reversals - 623A/C > jump forward (just hold 9)
|description3=Darli reaches out with the caliper at a high angle, slamming the opponent down if it connects.
* The slow startup and poor coverage directly above Darli make this move difficult to use as an anti-air, but it can be extremely rewarding if it hits.
* Will only hit on aerial or crumpled opponents.
* Invulnerable to aerial attacks during startup frames (of which there are a lot; be careful)
* The heavy version will make Darli step forward during the animation, boosting its range. Use this version in combos whenever possible, it also deals more damage.
* Normal versions can be super canceled after slamming the opponent down. 236236K or Climax (214236CD) must be used unless this move hits in the corner. If it does, 236236P will connect for higher damage.
* Doubles as excellent, high-damage combo filler due to how many of Darli's other attacks will send the opponent airborne, such as EX Blade Surf (236AC) and Close C.
* EX version has Anywhere Juggle property, meaning it will connect after '''any''' hit that leaves the opponent airborne, even when any other move would not hit. This move will most frequently be used to cash out extra damage on any j.CD or 2D hit, but any aerial hit can be followed up with this. Avoid using this move for any reason other than its Anywhere Juggle property, that meter is better spent super canceling after a 623A/C hit and it also grants poor oki on hit compared to the hard knockdown the normal versions (and subsequent super attacks) grant.
* '''Safejump:''' On any hit with the light or heavy versions, jump or super jump forward immediately after the animation ends. Holding the forward jump input while the attack animation plays will guarantee the correct timing.
}}
}}


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|name=Riptide Pierce
|name=Riptide Pierce
|input=624B/B/BD
|input=624B/B/BD
|description2=
|hitboxCaptions= Normal Version, EX Version
* Command grab
|description2= Darli pierces the opponent with a huge drill after a quick grab. Comes with a cool cinematic angle and everything.
* B and D versions have throw invul, so empty hop > 624K will win if the opponent attempts to throw as you land
* A real command grab, not a hitgrab this time. Does what a command grab does and not a whole lot else, but the damage is quite high for a grab.
* EX BD version has increased range and damage
* EX version has increased range and damage (150 > 220)
* Corner safe jump vs 4f reversals - 624B/D/BD > whiff 2A > super jump forward
* Keep in mind that no version of this move grants any sort of startup invulnerability, only the standard 1 frame of full invulnerability that every command grab gets during its single active frame.
* '''Safejump:''' If this attack hits near the corner, immediately whiff 2A after the animation ends and jump (or super jump) after, just like the 236K safejump.
}}
}}


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|name=Lagoon Onslaught
|name=Lagoon Onslaught
|input=236236P/AC
|input=236236P/AC
|description2=
|hitboxCaptions= Hitbox is the same for both normal and max versions.
* Preferred corner ender since it does the higher damage of Darli's 2 supers, but fails to reach midscreen in most combos.
|description2=An uppercut followed by two swings of the saw blade. Darli's cheapest true reversal.
* Corner safe jump vs 4f reversals - 236236P > whiff 236D > (hyper) hop
* Fairly tall hitbox, but poor horizontal range that makes it whiff in many super cancels unless it is used in the corner.
* If the first hit is whiffed or blocked, the rest of the animation is canceled.
* If Darli has the opponent in the corner, this is strictly better than the other super due to its high damage.
* '''Safejump:''' After the animation ends, immediately press 236D (make good use of the [https://www.youtube.com/watch?v=evfTWzbI_JY button hold trick] as needed) and hop forward.
}}
}}


Line 384: Line 485:
|name=Rough Seas
|name=Rough Seas
|input=236236K/BD
|input=236236K/BD
|description2=
|hitboxCaptions= Normal Version, Max Version
* 236236K connects from far C if canceled into before the final hit of far C. BD version works as well, but can miss at max range.
|description2=A big swing of the saw blade followed by a powerful straight punch.
* Connects from 623A/C midscreen, making it a very common combo ender.
* Not a true reversal, use the other super if you want one
* Corner safe jump vs 4f reversals - 236236K > neutral j.C. Note that the j.C will only connect vs most characters standing, but you are safe regardless.
* Can connect after Far C as long as it is super canceled into after any hit that is not the last one.
* Use this super when ending combos midscreen. When ending combos in the corner, use 236236P instead for better damage.
* '''Safejump:''' Jump forward immediately after the animation ends.  
}}
}}


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|name=Perfect Storm
|name=Perfect Storm
|input=2141236CD
|input=2141236CD
|description=
|imageCaptions=You will have to use your imagination for that last hit, sorry.
* Placeholder
|description=A cinematic attack that uses all of Darli's tools. Pulls the opponent in with the caliper, slashes them with the saw blade, launches them into the air and pierces the drill into them offscreen on the way down. Functionally, a fairly standard Climax that is popular among Home Depot's loyal customers.
* Placeholder
* The only way to cash out extra damage after a midscreen 236K hit
* Placeholder
* The only other true reversal Darli has
* If performed with the opponent in the corner, resets player positions back to midscreen. If Darli is backed up to the corner, does not move her very far away from it. As a result, this move does not grant much for oki.
* Solid reach makes this a reliable super cancel option, but 236236K usually does the job just fine while allowing an Advanced Cancel into 236236AC for higher damage at the same cost
* With no special properties beyond what any other Climax would be expected to have, this is strictly used as a combo ender and not a whole lot else.
}}
}}



Latest revision as of 06:10, 19 September 2024

The King of Fighters XV

OverviewStrategyDataCombosReplays

Darli Dagger is a shipwright who runs a workshop on an island. In addition to her own monstrous strength, she fights using the technical skills she inherited from being a carpenter and the self-defense wisdom she learned from pirates.
She sets out together with Haohmaru in helping Nakoruru with her mission. More exciting than seeing the latest developments in ship building, Darli readies her blade for some intense battles that await!
Jump: 42f
Hop: 33f
Backdash: 23f
Run Speed Ranking: 7

Movelist

(*) = EX OK

(!) = MAX OK

Throws

Oceanic Erosion - (close) / +

Swirling Undertow - (close) / +

Command Normals

Surprise Attack - +

Sweeeping Shave - +

Special Moves

Blade Surf - + / (*)

Serpentine Breaker - + / (*)

Serpentine Breaker (Keep) - + / HOLD

Serpentine Breaker (Step) -

Serpentine Breaker (Retreat) -

High Tide - + / (*)

Tall High Tide - + / (*)

Riptide Pierce - + / (*)

Super Special Moves

Lagoon Onslaught - + / (!)

Rough Seas - + / (!)

Climax Super Special Moves

Perfect Storm - +

Quick Combo Reference

Quick Combo Reference

Notation

0 Meter

Light Confirm
Light Confirm
Anywhere
Anywhere
Corner

2B > c.5B > 2A > 236A = 166 dmg
2B > c.5B > 63214K = 178 dmg
c.5D, c.5C(1 Hit) > 214C = 240 dmg
c.5D, c.5C(1 Hit) / 2C > 236A = 264 / 254 dmg
c.5C, c.5C(1 Hit) > 623C = 322 dmg

½ Meter

Light confirm
Anywhere
Anywhere
Corner

2B > c.5B > 2A > 236AC , 623C = 242 dmg
c.5D, c.5C(1 Hit) > 214AC, 623C = 392 dmg
c.5D, 2C > 236AC, 623C = 327 dmg
c.5D, c.5C(1 Hit) > 236AC, c.5C, c.5C(1 Hit) > 623C = 442 dmg

1 Meter

Light Confirm
Light Confirm
Anywhere
Anywhere
Corner

2B > 2A > 236A > 236236K = 299 dmg
2B > c.5B > 2A > 236A, 236236P = 342 dmg
c.5D, c.5C(1 Hit) > 214AC, 236AC, 623C = 458 dmg
c.5D, c.5C(1 Hit) / 2C > 236A, 236236P = 450 / 440 dmg
c.5D, c.5C(1 Hit) > 214AC, 236AC, c.5C, c.5C(1 Hit) > 623C = 554 dmg

1½ Meters

Light Confirm
Anywhere
Anywhere
Corner

2B > c.5B > 2A > 236AC , 623C > 236236K = 368 dmg
c.5D, c.5C(1 Hit) > 214AC, 623C > 236236K = 536 dmg
c.5D, 2C > 236AC, 623C > 236236K = 462 dmg
c.5D, c.5C(1 Hit) > 236AC, c.5C, c.5C(1 Hit) > 623C > 236236P = 584 dmg

2 Meters

Light Confirm
Anywhere
Anywhere
Corner

2B > c.5B > 2A > 236A > 236236AC = 462 dmg
c.5D, c.5C(1 Hit) > 214AC, 236AC, 623C > 236236K = 594 dmg
c.5D, c.5C(1 Hit) / 2C > 236A, 236236AC = 578 / 568 dmg
c.5D, c.5C(1 Hit) > 214AC, 236AC, c.5C, c.5C(1 Hit) > 623C > 236236P = 686 dmg

Gameplay Overview

Darli Dagger is a DLC character who dies when she tries to confirm off lights.
Pros Cons
  • Ridiculous Damage and Corner Carry: Not only does Darli get more damage off most from her pokes, but she also has some of the best combos in the entire game, easily scoring 40-60% without even spending super, and being one of the only characters in the game with a viable Touch of Death. 236AC also gives her ridiculous corner carry when combo'd into properly, which allows her to send her opponents in the corner off many cl.C punishes.
  • Crazy Air Buttons: In typical Darli fashion, her heavy air buttons are nothing to snuff at. jC is a very large and active attack with great coverage, jD may be slow but it is a disjointed button that can lead to crossups, and her j.CD is among the best in the game. All of these buttons synergize well with her j.B and j.A, giving her both quick and slow air normals for a variety of situations.
  • Among the Worst of Confirms: Darli cannot cancel her 6A command normal, meaning her heavy confirms often end at a single normal. Her light normals are very stubby, often only being able to land two lights in a string to confirm. If the opponent blocks a single normal, then gets hit by a second normal as a frametrap, there is very little Darli can do to capitalize on that mistake. Not to mention the unsafeness of her specials, further limiting her frametrap potential and punishing her hard if she fails to confirm properly. Additionally, her confirms can often drop easily either by canceling after hitstop ends or the opponent's hitbox simply being too small, often taking the efficacy of her confirms out of the player's hands.
  • Horrid Defense: None of Darli's close lights have a good upper hitbox, and her close heavies are incredibly slow. This gives Darli an immense weakness against hop pressure, which is the most basic pressure applicable in KoF. Additionally, her lack of confirms and non-super reversals further hamper her defense. Did a confirm drop? Throw the towel.
  • Slow: Darli's sluggish framedata often puts her at a disadvantage in neutral, scramble situations, and even on her own jump-ins.


Normals

Far Standing Normals

Far A

far A
f.A
f.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid special 8 5 12 -2 -4 - 30 60
  • Darli's longest-range cancellable light. Unfortunately, 236A and 236AC fall out at max range, limiting its utility in confirms.

Far B

far B
f.B
f.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid super 8 4 12 -1~+2 -3~0 - 30 60
  • The same speed as Far A, but with some forward movement and about the same hop-catching potential.
  • The forward movement is helpful in Quick Mode routes.

Far C

far C
f.C
f.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
101 (50+10*6) Mid command (1) super (2~6) 14 3 (9) 7 27 -3 -9 - 130 (70+10*6) 130 (70+10*6)

Darli sweeps the saw blade across, then performs a second slash after.

  • Long range poke that deals high damage and is easy to hit confirm
  • First hit is special cancelable, subsequent hits must be super canceled.
  • Long recovery on whiff and susceptible to hops
  • High pushback on block

Far D

far D
f.D
f.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Mid super 8 5 20 -4 -6 - 70 120
  • Less committal than Far C, and with a surprisingly high hitbox, making it good at stuffing hops and generally a better poke.

Close Standing Normals

Close A

close A
cl.A
cl.A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 5 6 +4 +2 - 30 60
  • More advantage and less pushback than Close B.
  • Leads into Rush Autocombo for technically optimal meterless light damage.

Close B

close B
cl.B
cl.B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
30 Mid command 5 4 8 +3 +1 - 30 60
  • Slightly more damage than cl.A.

Close C

close C
cl.C
cl.C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
120 (80+20+20) Mid command (1), super (2~3) 8 4 24 SKD (38: Tech / 78: Non-tech) -7 - 70 120
  • Only the first hit can be special cancelled.
  • More hitstop than blockstop, allowing for OS confirms.
  • All hits juggle, giving great combo utility, especially in the corner.
  • Generally Darli's best heavy starter, due to its speed, auto-confirming, and lack of pushback in cancels.

Close D

close D
cl.D
cl.D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 10 10 5 +8 +4 - 70 120
  • Hits low, with a generous cancel window that allows for reaction confirms.
  • Links into 2A if close, allowing for special cancels, or 2B, allowing for Quick Mode activation.
  • Highest damage cancellable heavy, but with a lot of pushback compared to cl.C, which makes optimal routes difficult to land.

Crouch Normals

Crouch A

crouch A
2A
2A

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
25 Mid command 5 4 8 +3 +1 - 30 60
  • Placeholder

Crouch B

crouch B
2B
2B

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
15 Low super 5 4 9 +2 0 - 15 30
  • Low starter with impressive range, but cannot be cancelled into special moves.

Crouch C

crouch C
2C
2C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
70 Mid command 8 3 21 -3 -5 - 70 120
  • Same speed as cl.C, useful for ranged punishes, for example 2C xx 236D.
  • Deceptive animation, does not hit enemies in the air.

Crouch D

crouch D
2D
2D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
80 Low command 10 4 21 SKD (42: Tech / 69: Non-tech) -6 - 70 120
  • Sweep with pretty good range.
  • Cannot be whiff-cancelled.
  • Launches on hit, but can only be followed up with 623AC unless it is a counter hit.

Jump Normals

Jump A

jump A
j.A
j.A

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 5 5 1 on ground - - 30 30 50

jump jump

45 High - 5 7 1 on ground - - 30 30 60
  • Does not hit most crouching opponents.

Jump B

jump B
j.B
j.B

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

40 High - 6 5 1 on ground - - 30 30 50

jump jump

45 High - 6 5 1 on ground - - 30 30 60
  • Has the least pushback of all of her air normals on hit.

Jump C

jump C
j.C
j.C

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 13 4 1 on ground - - 70 70 100

jump jump

70 High - 12 4 1 on ground - - 70 70 120
  • Big air button, good for controlling space.

Jump D

jump D
j.D
j.D

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

70 High - 15 6 1 on ground - - 70 70 100

jump jump

70 High - 15 6 1 on ground - - 70 70 120
  • Hits below and behind Darli, good for hops and crossups.
  • Can cross up even when hopping.

Crossup hitbox active for 3 frames

Blowback

Blowback

Blowback
CD
CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid special 14 4 25 Splat HKD (+71~+87) -6 - 100 160

A big swing with the hammer

  • This move's tall hitbox makes it pretty good for hitting an airborne opponent
  • Darli's whiff cancel options out of this are not very good

Shatter Strike

Shatter Strike
236CD
236CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
75 Mid - 15 4 29 Crumple - HKD (93) -10 Armor: 4 to 14 (11 frames) 0 200
  • Placeholder

AdvanceStrike

AdvanceStrike
214CD
214CD

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 Mid - 28 6 37 (on whiff) / Recovers faster on hit and block. HKD (68 - Non Throw Counter Hit) / Crumple (103 - Throw Counter Hit) 3 Full Body Armor Frames: 7 to 33 (27 frames) / Throw Counter Frames: 4 to 27 (24 Frames) 0 150
  • Same animation and range as her CD.
  • The throw counter is at the feet.

jump CD

jump CD
j.CD
j.CD

Hop Version
Jump Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

hop hop

80 Mid - 11 4 1 on ground SKD - - 80 120

jump jump

90 Mid - 11 6 1 on ground SKD - - 80 140

A fast lateral swing with Darli's hammer

  • Great for winning air-to-air interactions due to its fast startup and solid hitbox above and in front of Darli
  • Most aerial hits can be followed up with 623AC upon landing to deal a total of 197/207 (hop CD/jump CD) damage
  • Can hit crouchers, but the high hitbox requires you to press CD very late into the jump to hit a crouching opponent

Rush Moves

Rush
cl.AA/c.AAX
cl.AA/c.AAX
Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

cl.AA cl.AA

48 (25+25) Mid - 6 - - -5 -7 - 30 120 (60+60)

cl.AAA cl.AAA

70 (25+25+25) Mid - 7 - -7 -9 - - 30 180 (60+60+60)
  • Uses 236A (light Blade Surf) for the meterless finisher, dealing 171 total damage
  • Uses 236236P for the super finishers, dealing 256 (1 bar) and 384 (2 bar) damage
  • Deals 451 damage total for the 3 bar finisher

Throws

Oceanic Erosion

Oceanic Erosion
(close) 4/6C
(close) 4/6C

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (48) Unblockable - 0 0
  • Corner safe jump vs 4f reversals - whiff 2B, hyper hop

Swirling Undertow

Swirling Undertow
(close) 4/6D
(close) 4/6D

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
100 - - 1 1 0 HKD (53) Unblockable - 0 0
  • Placeholder

Command Moves

Surprise Attack

Surprise Attack
6A
6A

Raw Version
Cancel Version

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
60 High [Mid] - 23 [21] 2 19 +2 -2 Low Body: 5 to 21 (17 Frames) [Low Body: 5 to 19 (15 Frames)] 30 60

Darli performs a short hop in place and swings the saw blade down.

  • Used for poking, and it's pretty solid for the task thanks to its long range and great frame data for an overhead
  • Never cancelable into anything, not even Quick MAX
  • If canceled into, loses its overhead properties and does not gain the ability to cancel the move into anything else, but it still functions as a frametrap

Sweeping Shave

Sweeping Shave
AC
AC

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
226 (50+50+10*7+70) (180 airhit) Mid - 21 4 26 SKD (44: Tech / 84: Non-tech) -11 - 200 (150 air hit) 160

A huge swing with the saw blade. If it hits, Darli drags the blade back after digging it into the opponent.

  • Cannot be canceled into and does not cancel into anything, but deals huge damage on hit
  • Uniquely deals chip damage despite being a command normal; this is a property only shared by Haohmaru's AC, which is similar in function
  • A hit on an aerial opponent will skip the animation that follows the first hit
  • Not an overhead

Special Moves

Blade Surf

Blade Surf
236A/C/AC
236A/C/AC

A Version
C Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 (10+10+100) Mid super (3) 10 11 52 (35 on ground) SKD (23: Tech / 50: Non-tech) -51 (Close Range) to -43 (Max Range) - 100 (10+10+80) 100 (10+10+80)

C C

100 Mid - 26 8 67 (50 on ground) SKD (23: Tech / 49: Non-tech) - Close -56 (Close Range) to -50 (Max Range) - 80 -

AC AC

127 (10*7+60) Mid - 10 12 80 (50 on ground) SKD (55: Tech / 95: Non-tech) -73 - 0 70 (10*7)

Darli surfs on the saw blade, traveling at least half screen distance in the process.

  • Moves Darli forward across the entire screen on all versions
  • Darli's only special cancel option out of lights, and not very consistent about it. It's also guaranteed death on whiff or block. Good luck.
  • The light version can combo into 236236P midscreen, if the opponent is far enough from Darli before the attack starts. 236236K will always work. Remember that the input must entered in the correct direction after the side switch, and the cancel occurs when Darli lands, not when the attack hits.
  • Heavy version is much slower, but crosses up. To be blunt, this is almost completely worthless. This move also has no hitbox at all in front of Darli and is not super cancelable.
  • EX version switches sides with the opponent, unless the opponent is already in the corner. Can usually be followed up with 623C, or even Close C if the opponent is in the corner.

Serpentine Breaker

Serpentine Breaker
214A/C/AC
214A/C/AC

A Version Level 1
A/C Version Level 2
A/C Version Level 3
C Version Level 1
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A - Level 1 A - Level 1

80 Mid super 18 5 19 -1 -5 - 80 120

A - Level 2 A - Level 2

160 (80+80) Mid super 74 - Including Charge. / 15 after releasing charge. 4 (24) 5 12 Wall Splat - HKD (89 to 106) 4 - 160 (80+80) 200 (100+100)

A - Level 3 A - Level 3

200 - - 134 - Including Charge. / 35 after releasing charge. 4 66 HKD (9) Unblockable Projectile Invincibility: 19 to 54 (36 Frames) - -

C - Level 1 C - Level 1

94 (80+20) High super 27 5 31 HKD (30) -14 - 140 (120+20) 140 (120+20)

C - Level 2 C - Level 2

200 (100+100) Mid super 94 - Including Charge. / 15 after releasing charge. 4 (24) 5 12 Wall Splat - HKD (89 to 106) 4 - 250 (125+125) 250 (125+125)

C - Level 3 C - Level 3

250 N/A - 154 - Including Charge. / 35 after releasing charge. 4 66 HKD (9) Unblockable Projectile Invincibility: 19 to 54 (36 Frames) 300 N/A

AC AC

130 (70+60) Mid - 20 4 (24) 5 26 Ground Bounce - HKD (82) -12 - 0 110 (50+60)

Darli prepares the hammer for a big swing and lets it rip as soon as the punch button is released. 7 moves in one package, although only one of them could be considered worth using for any reason other than reflecting projectiles and accessing some mediocre movement options. Startup frame data indicates the minimum amount of time to enter stance, charge up the attack and activate the attack following the animation that plays after releasing the button.

  • Light version, level 1: Hits the opponent and not a whole lot else. Deletes projectiles in front of Darli. Heavies will combo into this, but there is no reason to do this when moves like 236K do it better.
  • Heavy version, level 1: Now it's an overhead. Reflects projectiles in front of Darli. Nothing combos into this, and it is quite slow. Very punishable on block. You are probably better off pressing 6A.
  • Light version, level 2: A bigger swing that wall splats the opponent and is +4 on block. Its range is not improved over the level 1 version. Reflects projectiles on both hits. If Darli is close enough to the corner after hitting this, can start a combo after the wall splat. Might be useful if you combine this with smacking the controller out of your opponent's hand for at least 74 frames.
  • Heavy version, level 2: Does more damage than the light version. It's still not very good, and takes 20 frames longer to charge up. Still reflects projectiles on both hits.
  • Light version, level 3: Unblockable attack that covers the floor of the entire screen and must be avoided by being airborne or doing anything that grants strike invulnerability. Requires nearly 2 full seconds of charging though, so you won't make Hinako players jealous with this. Can reflect projectiles with the last swing and can jump over. Darli is considered airborne during this animation.
  • Heavy version, level 3: Same unblockable attack, more damage. Takes 20 frames longer to charge compared to the light version.
  • EX Version: Finally, a good move. Unlike all other versions, this move cannot be charged and will activate a fixed animation as soon as the buttons are pressed. Slow startup makes this only reliably combo from close heavies (not even shatter strike will combo into this) but it leads to huge damage thanks to its ground bounce property. Still reflects projectiles. Reflects projectiles on both hits. Can hit OTG in some cases but is rarely, if ever, worth doing.

Serpentine Breaker Movement during Charge

Serpentine Breaker Movement
214[P]~6/66/44
214[P]~6/66/44

Walk
Run
Backdash

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

Walk Walk

- - - - - - - - - - -

Step Step

- - - - - 22 - - - - -

Retreat Retreat

- - - - - 23 - - - - -

While charging 214P, Darli has access to some movement options.

  • Hold forward to slowly walk forward while continuing the charge
  • Double tap forward to dash forward. This is, for all intents and purposes, the same thing as double tapping forward while in neutral except Darli remains in counterhit state and cannot run indefinitely or cancel the run. Might be situationally decent for running in and command grabbing the opponent, but this can also be achieved by simply running in and command grabbing the opponent, with less risk and setup required for Darli.
  • Double tap back to backdash. This is the same as backdashing in neutral. Refer to the Movement page's notes on backdashing.

High Tide

High Tide
236B/D/BD
236B/D/BD

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B B

100 (0+100) Mid super 15 4 25 HKD (55) -10 - 0 0

D D

120 (0+120) Mid super 20 4 25 HKD (55) -10 - 0 0

BD BD

180 (0+180) Mid - 13 4 21 HKD (55) -6 - 0 0

Darli reaches out with a giant caliper and pulls the opponent in for a blow with her knee.

  • This is a hitgrab, not a command grab; this attack can be blocked, and deals no chip damage.
  • Heavy version has the longest reach and startup of the 3 variants. Can potentially frametrap from heavies.
  • EX version goes just a bit further than the light version, but deals significantly more damage than the normal versions and recovers 4 frames faster. It also pushes the opponent further back on block.
  • Despite being -10 on block, good spacing will ensure that this move is rarely ever punished. This makes it a solid cancel option from 2C.
  • Can combo into supers in (236236P) or near (236236K) the corner, but a Climax cancel is the only way to cash out extra damage on a midscreen hit.
  • Safejump: On a hit with any version near the corner, immediately whiff 2A when the animation ends, then jump (or super jump) forward.

Tall High Tide

Tall High Tide
623A/C/AC
623A/C/AC

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A A

120 (0+120) - super 10 1 54 HKD (40) - Full body against non-projectile air moves: 1 to 10 (10 Frames) - -

C C

140 (0+140) - super 15 1 59 HKD (40) - Full body against non-projectile air moves: 1 to 15 (15 Frames) - -

AC AC

180 (0+80+100) - - 8 1 54 SKD (0: Tech / 40: Non-tech) - Full body against non-projectile air moves: 1 to 8 (8 Frames) - -

Darli reaches out with the caliper at a high angle, slamming the opponent down if it connects.

  • The slow startup and poor coverage directly above Darli make this move difficult to use as an anti-air, but it can be extremely rewarding if it hits.
  • Will only hit on aerial or crumpled opponents.
  • Invulnerable to aerial attacks during startup frames (of which there are a lot; be careful)
  • The heavy version will make Darli step forward during the animation, boosting its range. Use this version in combos whenever possible, it also deals more damage.
  • Normal versions can be super canceled after slamming the opponent down. 236236K or Climax (214236CD) must be used unless this move hits in the corner. If it does, 236236P will connect for higher damage.
  • Doubles as excellent, high-damage combo filler due to how many of Darli's other attacks will send the opponent airborne, such as EX Blade Surf (236AC) and Close C.
  • EX version has Anywhere Juggle property, meaning it will connect after any hit that leaves the opponent airborne, even when any other move would not hit. This move will most frequently be used to cash out extra damage on any j.CD or 2D hit, but any aerial hit can be followed up with this. Avoid using this move for any reason other than its Anywhere Juggle property, that meter is better spent super canceling after a 623A/C hit and it also grants poor oki on hit compared to the hard knockdown the normal versions (and subsequent super attacks) grant.
  • Safejump: On any hit with the light or heavy versions, jump or super jump forward immediately after the animation ends. Holding the forward jump input while the attack animation plays will guarantee the correct timing.

Riptide Pierce

Riptide Pierce
624B/B/BD
624B/B/BD

Normal Version
EX Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

150 (10*5+100) N/A - 5 1 50 HKD (55) Unblockable Full Body: 5 (1 Frame) - -

BD BD

220 (10*10+120) - - 5 1 50 HKD (55) Unblockable Full Body: 5 (1 Frame) - -

Darli pierces the opponent with a huge drill after a quick grab. Comes with a cool cinematic angle and everything.

  • A real command grab, not a hitgrab this time. Does what a command grab does and not a whole lot else, but the damage is quite high for a grab.
  • EX version has increased range and damage (150 > 220)
  • Keep in mind that no version of this move grants any sort of startup invulnerability, only the standard 1 frame of full invulnerability that every command grab gets during its single active frame.
  • Safejump: If this attack hits near the corner, immediately whiff 2A after the animation ends and jump (or super jump) after, just like the 236K safejump.

Super Special Moves

Lagoon Onslaught

Lagoon Onslaught
236236P/AC
236236P/AC

Hitbox is the same for both normal and max versions.

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

A or C A or C

220 (30+40*3+70) Mid advanced, climax 8 4 51 HKD (79) -36 Full Body: 1 to 11 (11 Frames) 0 0

AC AC

370 (50+100+40*3+100) Mid climax 6 4 51 HKD (58) -36 Full Body: 1 to 9 (9 Frames) 0 0

An uppercut followed by two swings of the saw blade. Darli's cheapest true reversal.

  • Fairly tall hitbox, but poor horizontal range that makes it whiff in many super cancels unless it is used in the corner.
  • If the first hit is whiffed or blocked, the rest of the animation is canceled.
  • If Darli has the opponent in the corner, this is strictly better than the other super due to its high damage.
  • Safejump: After the animation ends, immediately press 236D (make good use of the button hold trick as needed) and hop forward.

Rough Seas

Rough Seas
236236K/BD
236236K/BD

Normal Version
Max Version

Version Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers

B or D B or D

180 (40+140) Mid advanced, climax 13 5 52 HKD (38 to 50) -18 Full Body: 1 to 3 (3 Frames) 0 0

BD BD

350 (50+300) Mid climax 11 5 59 HKD (38 to 52) -25 Full Body: 1 (1 Frame) 0 0

A big swing of the saw blade followed by a powerful straight punch.

  • Not a true reversal, use the other super if you want one
  • Can connect after Far C as long as it is super canceled into after any hit that is not the last one.
  • Use this super when ending combos midscreen. When ending combos in the corner, use 236236P instead for better damage.
  • Safejump: Jump forward immediately after the animation ends.

Climax Super Special Moves

Perfect Storm

Perfect Storm
2141236CD
2141236CD

You will have to use your imagination for that last hit

Damagez (x+y) means the move has two hits.
The first does x,
the second does y,
for a total of z.
Damage dealt by the move.
10 is 1%.
Guard (1) means only the first hit has to be blocked that way, (2) the second,
No bracket means the entire move has to be blocked said way.
How this attack has to be blocked. Throws and unblockables will stay empty.
Cancel (1) means only the first hit is cancelable, (2) the second,
(x~y) every hit from x to y,
No bracket means the entire move is.
Whether this move is special or super cancelable.
If neither, will stay empty.
StartupNumber of frames for the move to become active, first active frame included. Activex, (y), z means the move has two hits. The 1st is active for x frames
Followed by a y frame gap
Then the 2nd is active for z frames.
Number of frames the move is active, meaning able to connect, for.
RecoveryNumber of frames past its active frames for the move to end and the character to recover unless the move is canceled. Hit Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
SKD is soft knockdown, HKD is hard.
After the move hits,
number of frames the character recovers before (+) or after (-) the opponent.
Block Advantagex ~ y means the move has different frame advantage depending on range.
x when done point-blank.
y on the tip.
After the move is blocked,
number of frames the character recovers before (+) or after (-) the opponent.
Invulnerability(Startup) means the move is invincible until after its 1st active frame.
(Startup - 1) means it's invincible until its 1st active frame.
Throw and/or Hit Invincibility the move has. (frames)_TYPE_(Location).
Startup or Active may be used to note the frame range.
StunAmount of stun damage a move inflicts. This will not factor in proration if applicable Guard DamageDamage done to the guard bar regardless of multipliers
450 (50+60+70+20*6+150) Min: 225 Mid - 6 3 93 HKD (33) -77 Full Body: 1 to 8 (8 Frames) 0 0

A cinematic attack that uses all of Darli's tools. Pulls the opponent in with the caliper, slashes them with the saw blade, launches them into the air and pierces the drill into them offscreen on the way down. Functionally, a fairly standard Climax that is popular among Home Depot's loyal customers.

  • The only way to cash out extra damage after a midscreen 236K hit
  • The only other true reversal Darli has
  • If performed with the opponent in the corner, resets player positions back to midscreen. If Darli is backed up to the corner, does not move her very far away from it. As a result, this move does not grant much for oki.
  • Solid reach makes this a reliable super cancel option, but 236236K usually does the job just fine while allowing an Advanced Cancel into 236236AC for higher damage at the same cost
  • With no special properties beyond what any other Climax would be expected to have, this is strictly used as a combo ender and not a whole lot else.

Misc

Alternate Colors

Color 1
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Color 3
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Videos

Season 1 Darli guide by Dandy J
Team Samurai Reveal Trailer
The King of Fighters XV

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