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The King of Fighters XV/Darli Dagger: Difference between revisions
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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 | ||
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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 | ||
|description7= | |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. | ||
* '''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. | |||
}} | }} | ||
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|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 | ||
* | |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.]] | |||
}} | }} | ||
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|name=High Tide | |name=High Tide | ||
|input=236B/D/BD | |input=236B/D/BD | ||
|description3= | |hitboxCaptions= Normal Version, EX Version | ||
* | |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 | ||
* | |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 | ||
* | |description2= Darli pierces the opponent with a huge drill after a quick grab. Comes with a cool cinematic angle and everything. | ||
* EX | * 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. | |||
}} | }} | ||
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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. | ||
* | |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. | ||
* 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. | |||
}} | }} | ||
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|name=Rough Seas | |name=Rough Seas | ||
|input=236236K/BD | |input=236236K/BD | ||
|description2= | |hitboxCaptions= Normal Version, Max Version | ||
* | |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 | ||
* | * 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. | ||
* | |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 06:10, 19 September 2024
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
Darli Dagger is a DLC character who dies when she tries to confirm off lights. | |
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