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The King of Fighters XV/Darli Dagger: Difference between revisions
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==Gameplay Overview== | ==Gameplay Overview== | ||
After a stellar debut in Samurai Shodown (2019), fan-favorite shipwright '''Darli Dagger''' sails through rough waters in KOF XV. And much like how she functions in her home game, Darli is notorious for her command over the air. Whether it be massive air buttons to control space from the air or her oppressive j.CD to lock the opponent down. Darli can hold space in the air like no other character. To compliment this gameplan, her damage is among the best in the game, which can cause opponents to crumble if they aren't ready for Darli's antics. | |||
However, also much like Darli's home series, she is walking on a knife's edge. Her defense is - to be blunt - downright awful. Not only does she lack any non-super reversals, but she also has very few (if any) good answers for dealing with hop pressure. Couple this with her slow frame data, her incredibly risky special moves and odd confirms that are prone to dropping, and you have a character who lacks some of the consistency that other characters enjoy. | |||
If you're the adventurous type of player who will risk it all for second-to-none control over the air and damage that leaves your opponents in awe, lower your sails and prepare to weather the storm with Darli. | |||
{{StrengthsAndWeaknesses | {{StrengthsAndWeaknesses | ||
|ext=webp | |ext=webp | ||
| intro = {{SUBPAGENAME}} is | | intro = {{SUBPAGENAME}} is an air powerhouse with the damage and range to back up her gameplan. | ||
| pros= | | pros= | ||
* '''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. | * '''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. | * '''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. | ||
* '''Large Buttons''': Though Darli's buttons on the ground are rather risky if misused, there is no denying the space that Darli can cover, either with her 5C, Sweeping Shave, or 236B "Catch and Release" series. Combine this with Darli's control over the air, and the opponent can find themselves second-guessing their choices in neutral | |||
| cons= | | cons= | ||
* ''''' | * '''''Odd confirms''''': Though Darli's confirms have seen buffs throughout KOF XV, her confirms are still below average, either due to poor range with her lights, links like cl.D into 2C, or the admittedly generous one button confirm on cl.C. Darli will struggle to frame trap off her lights, which makes block pressure with Darli more of an uphill battle than other characters. | ||
* ''' | * '''Poor 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. | ||
* '''Slow''': Darli's sluggish framedata often puts her at a disadvantage in neutral | * '''Slow''': Though Darli's buttons cover a sizable amount of the screen, their sluggish framedata often puts her at a disadvantage in midrange neutral and scramble situations. | ||
}} | }} | ||
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|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. | ||
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|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. | ||
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|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. | ||
Crossup hitbox active for 3 frames | Crossup hitbox active for 3 frames | ||
}} | }} | ||
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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 | ||
|hitboxCaptions= Hop Version, Jump Version | |||
|description2= A fast lateral swing with Darli's hammer | |description2= 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 | * Great for winning air-to-air interactions due to its fast startup and solid hitbox above and in front of Darli | ||
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|name=Surprise Attack | |name=Surprise Attack | ||
|input=6A | |input=6A | ||
|hitboxCaptions= Raw Version, Cancel Version | |||
|description= Darli performs a short hop in place and swings the saw blade down. | |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 | * Used for poking, and it's pretty solid for the task thanks to its long range and great frame data for an overhead | ||
* | * Cancelable into Quick MAX, as well as Super Specials and above | ||
* 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 | * 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=Blade Surf | |name=Blade Surf | ||
|input=236A/C/AC | |input=236A/C/AC | ||
|hitboxCaptions= A Version, C Version, EX Version | |||
|description3=Darli surfs on the saw blade, traveling at least half screen distance in the process. | |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. | * 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. | * 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. | * 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 | ||
|hitboxCaptions= A Version Level 1, A/C Version Level 2, , A/C Version Level 3, , C Version Level 1, EX Version | |||
|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. | |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. | * '''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. | ||
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|name=Serpentine Breaker Movement | |name=Serpentine Breaker Movement | ||
|input=214[P]~6/66/44 | |input=214[P]~6/66/44 | ||
|hitboxCaptions= Walk, Run, Backdash | |||
|description3= While charging 214P, Darli has access to some movement options. | |description3= While charging 214P, Darli has access to some movement options. | ||
* Hold forward to slowly walk forward while continuing the charge | * Hold forward to slowly walk forward while continuing the charge | ||
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|name=High Tide | |name=High Tide | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3=Darli reaches out with a giant caliper and pulls the opponent in for a blow with her knee. | |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. | * This is a hitgrab, not a command grab; this attack can be blocked, and deals no chip damage. | ||
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|name=Tall High Tide | |name=Tall High Tide | ||
|input=623A/C/AC | |input=623A/C/AC | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description3=Darli reaches out with the caliper at a high angle, slamming the opponent down if it connects. | |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. | * 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. | ||
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|name=Riptide Pierce | |name=Riptide Pierce | ||
|input=624B/B/BD | |input=624B/B/BD | ||
|hitboxCaptions= Normal Version, EX Version | |||
|description2= Darli pierces the opponent with a huge drill after a quick grab. Comes with a cool cinematic angle and everything. | |description2= 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. | * 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. | ||
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|name=Lagoon Onslaught | |name=Lagoon Onslaught | ||
|input=236236P/AC | |input=236236P/AC | ||
|hitboxCaptions= Hitbox is the same for both normal and max versions. | |||
|description2=An uppercut followed by two swings of the saw blade. Darli's cheapest true reversal. | |description2=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. | * Fairly tall hitbox, but poor horizontal range that makes it whiff in many super cancels unless it is used in the corner. | ||
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|name=Rough Seas | |name=Rough Seas | ||
|input=236236K/BD | |input=236236K/BD | ||
|hitboxCaptions= Normal Version, Max Version | |||
|description2=A big swing of the saw blade followed by a powerful straight punch. | |description2=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 | * Not a true reversal, use the other super if you want one | ||
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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. | ||
* | |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. | ||
* | * 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. | |||
}} | }} | ||
Latest revision as of 02:59, 4 January 2025

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!
Hop: 33f
Backdash: 23f
Run Speed Ranking: 7
Movelist
(*) = EX OK
(!) = MAX OK
Throws
Swirling Undertow - (close) /
+
Command Normals
Special Moves
Serpentine Breaker (Keep) - +
/
HOLD
Serpentine Breaker (Retreat) -
Super Special Moves
Climax Super Special Moves
Quick Combo Reference
0 Meter |
Light Confirm |
2B > c.5B > 2A > 236A = 166 dmg |
½ Meter |
Light confirm |
2B > c.5B > 2A > 236AC , 623C = 242 dmg |
1 Meter |
Light Confirm |
2B > 2A > 236A > 236236K = 299 dmg |
1½ Meters |
Light Confirm |
2B > c.5B > 2A > 236AC , 623C > 236236K = 368 dmg |
2 Meters |
Light Confirm |
2B > c.5B > 2A > 236A > 236236AC = 462 dmg |
Gameplay Overview
After a stellar debut in Samurai Shodown (2019), fan-favorite shipwright Darli Dagger sails through rough waters in KOF XV. And much like how she functions in her home game, Darli is notorious for her command over the air. Whether it be massive air buttons to control space from the air or her oppressive j.CD to lock the opponent down. Darli can hold space in the air like no other character. To compliment this gameplan, her damage is among the best in the game, which can cause opponents to crumble if they aren't ready for Darli's antics.
However, also much like Darli's home series, she is walking on a knife's edge. Her defense is - to be blunt - downright awful. Not only does she lack any non-super reversals, but she also has very few (if any) good answers for dealing with hop pressure. Couple this with her slow frame data, her incredibly risky special moves and odd confirms that are prone to dropping, and you have a character who lacks some of the consistency that other characters enjoy.
If you're the adventurous type of player who will risk it all for second-to-none control over the air and damage that leaves your opponents in awe, lower your sails and prepare to weather the storm with Darli.
Darli Dagger is an air powerhouse with the damage and range to back up her gameplan. | |
Pros | Cons |
|
|
Normals
Far Standing Normals
Far A
far A
f.A
f.A |
---|
Far B
far B
f.B
f.B |
---|
Far C
far C
f.C
f.C |
---|
Far D
far D
f.D
f.D |
---|
Close Standing Normals
Close A
close A
cl.A
cl.A |
---|
Close B
close B
cl.B
cl.B |
---|
Close C
close C
cl.C
cl.C |
---|
Close D
close D
cl.D
cl.D |
---|
Crouch Normals
Crouch A
crouch A
2A
2A |
---|
Crouch B
crouch B
2B
2B |
---|
Crouch C
crouch C
2C
2C |
---|
Crouch D
crouch D
2D
2D |
---|
Jump Normals
Jump A
jump A
j.A
j.A |
---|
Jump B
jump B
j.B
j.B |
---|
Jump C
jump C
j.C
j.C |
---|
Jump D
jump D
j.D
j.D |
---|
Blowback
Blowback
Blowback
CD
CD |
---|
Shatter Strike
Shatter Strike
236CD
236CD |
---|
AdvanceStrike
AdvanceStrike
214CD
214CD |
---|
jump CD
jump CD
j.CD
j.CD |
---|
Rush Moves
Rush
cl.AA/c.AAX
cl.AA/c.AAX |
---|
Throws
Oceanic Erosion
Oceanic Erosion
(close) 4/6C
(close) 4/6C |
---|
Swirling Undertow
Swirling Undertow
(close) 4/6D
(close) 4/6D |
---|
Command Moves
Surprise Attack
Surprise Attack
6A
6A |
---|
Sweeping Shave
Sweeping Shave
AC
AC |
---|
Special Moves
Blade Surf
Blade Surf
236A/C/AC
236A/C/AC |
---|
Serpentine Breaker
Serpentine Breaker
214A/C/AC
214A/C/AC |
---|
Serpentine Breaker Movement during Charge
Serpentine Breaker Movement
214[P]~6/66/44
214[P]~6/66/44 |
---|
High Tide
High Tide
236B/D/BD
236B/D/BD |
---|
Tall High Tide
Tall High Tide
623A/C/AC
623A/C/AC |
---|
Riptide Pierce
Riptide Pierce
624B/B/BD
624B/B/BD |
---|
Super Special Moves
Lagoon Onslaught
Lagoon Onslaught
236236P/AC
236236P/AC |
---|
Rough Seas
Rough Seas
236236K/BD
236236K/BD |
---|
Climax Super Special Moves
Perfect Storm
Perfect Storm
2141236CD
2141236CD |
---|
Misc
Alternate Colors
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