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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 D | |name=jump D | ||
|input=j.D | |input=j.D | ||
|hitboxCaptions= Hop Version, Jump Version | |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= 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=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 | ||
| | |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. | |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 way to cash out extra damage after a midscreen 236K hit |
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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