Use the corresponding starter(s) from the 'Starters' section of this page.
>
Cancel the previous move into the following move. If preceded by a move in brackets, must cancel the start of the preceding move (AKA a 'Kara Cancel').
,
Link the previous move into the following move.
(X)
A move in brackets must whiff (not hit). Can also mean the move must be Kara Canceled.
~
Cancel the previous special into the following special.
cl.
Close to opponent.
f.
Far from opponent.
j.
Jumping move.
AA
Anti-air. Hit the opponent while they're mid-air.
[X]
Hold input briefly.
P & K
P and K each denote "Any Punch (A or C)" and "Any Kick (B or D)" respectively.
X/Y
Do either X move or Y move in a combo (Both final damage & stun values will be shown).
X * N {X} * N
Repeat 'X' input 'N' amount of times. Multiple inputs will be bundled into "{}".
Starters
Keep in mind: The combos in the "Combos" section have been tested using the first starter in each category (the combos in Bold).
The other starters in each table should also work in each case, but may not.
Light Starters
Combo
Damage
Notes
2B > 2A/5A > ...
Standard low light confirm. You can tack on additional 5A from point blank, but 236AC can fall out if you do so.
j.X > 2A/5A > ...
It's difficult to get more than one light normal in after a jump-in, so be prepared for short confirms.
cl.D, 2A > ...
While technically not starting from a light normal, this starter results in the same enders as a "Light Starter", and so it will be counted as one for the purposes of not cluttering this page with unique cl.D > 2A routes in every category.
Heavy Starters
Combo
Damage
Notes
cl.C > ...
cl.C is the ideal heavy starter. It's her fastest heavy normal, has a long confirm window, and leads to better juggles out of 214AC when used at point blank.
cl.D > ...
cl.D has its merits. It's a low, it has a long cancel window, and it does the most damage of any of Darli's cancellable normals. Additionally, if uncancelled, it can be linked out of for a "Light Starter" ender. See "Light Starters".
Other Starters
Combo
Damage
Notes
CD
75
(Note: 'Other Starters' won't be referenced in the 'Combos' section.)
Combos
General Notes
-Darli cannot cancel her 6A command normal. Not even into Quick Mode. This kinda sucks, but on the other hand, her cl.D and cl.C have incredibly long cancel windows that allow for self-confirming, assuming you cancel into a quick special that isn't super range-dependent. (Usually 236A/236AC).
-A lot of corner routing can be freestyled, with only minimal losses in damage. Main corner juggle resources are cl.C, 214AC, 236AC, and a 623 ender. The order you do them in doesn't matter that much.
Rush Auto Combo
Combo
Damage
Meter cost
notes
cl.A > A > A > B
171
0
Rush combo ending in a special move.
cl.A > A > A > C
256
1
Rush combo ending in a super.
cl.A > A > A > D
384
2
Rush combo ending in a Max super.
cl.A > A > A > A
451
3
Rush combo ending in a Climax super.
Meterless
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236A
146
145
0
20%
Anywhere
236A is a reliable ender, albeit low damage compared to the alternatives.
2A > cl.A > A > A > B
177
150
0
25%
Anywhere
Technically optimal, requires point blank.
Light Starter xx 63214K
175
50
0
24%
Anywhere
More damage and meterbuild than 236A, but little stun, less reliable range, worse oki, and a stricter cancel window. Still, the extra damage can help in a pinch.
Heavy Starter xx 63214K
210
70
0
26%
Anywhere
Optimal damage ender. 214A does low damage and has no knockdown, and 236A is faster but does low damage. 236A/D can be an alternative, but it does similarly low damage to 236A, and is slower, making it less reliable in raw confirms. Note that Darli cannot do Heavy > Command Normal xx Special to confirm, lowering her meterless damage by quite a bit. However, her cl.C and cl.D do have generous cancel windows, meaning you can use them to confirm raw, if you've got the reaction time.
2C xx 236D
184
70
0
24%
Anywhere
Reliable ranged punish. 236A can fall out at range.
cl.C(3), cl.C(1) xx 623C
302
180
0
40%
Corner
623A/C leads to a safejump.
CD, Dashup 236D
177
180
0
25%
Midscreen
CD (whiff 236B) 236D also works, and builds a little more meter. Sadly whiffing 236A is just too slow.
CD, cl.C(3), 623A
264
210
0
40%
Corner
EX
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236AC, 623C
255
45
0.5
Midscreen
623C must be done immediately, otherwise it will fall out.
Light Starter xx 236AC, cl.C, 623C
336
155
0.5
Corner
Make sure to hit the cl.C high enough to land 623C. When in doubt, use 623A instead.
cl.C(1) xx 214AC, cl.C(1) xx 623C
375
140
0.5
Midscreen
Ideal EX route, but requires point blank cl.C. The only way to set this up is after a crossup j.D, in a point-blank punish, or after mid-combo Shatter Strike (more on that later).
Heavy Starter xx 214AC, 623C
319
70
0.5
Midscreen
What to do if you're not close enough for cl.C. (AKA, the same combo, but without cl.C. Revolutionary!)
Heavy Starter xx 214AC, cl.C(3), 623A
394
180
0.5
Corner
Hitting cl.C after 214AC is much more generous in the corner, and can be done after a jump normal.
CD, 214AC, cl.C(3), 623A
363
210
0.5
40%
Corner
Sadly, if you're not in range to hit 214AC or 236AC, your corner CD options are very limited. Dashing up into 236AC gives a DP motion, and 214AC is too slow to do after a dash. There's a small range where dashup cl.C works, thankfully.
1 Bar
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236A xx 236236K
299
145
1
20%
Midscreen
Must use K super. This cancel has a weird timing to it.
Light Starter xx 236AC, 214AC, cl.C, 623A
413
155
1
40%
Corner
Stellar damage for 1 bar.
cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C
441
140
1
40%
Midscreen
Ideal, but once again, hard to set up.
Heavy Starter xx Shatter Strike, (Dashup) cl.C(1) xx 214AC, cl.C(1) xx 623C
382
210
1
45%
Midscreen
Uses Shatter Strike to set up the ideal EX route when you're not doing a point-blank cl.C. Does less damage than the alternative, but builds nearly half a bar back.
Heavy Starter xx 214AC, 236AC, 623C
419
70
1
30%
Midscreen
The other non-point-blank-cl.C route. More damage, less metergain.
Heavy Starter xx 214AC, cl.C(3), 236AC, 623C
501
180
1
45%
Corner
50% for 1 bar, and building nearly half of it back.
5C(6) xx 236236K
229
120
1
10%
Anywhere
Weird confirm off of a far poke. You can technically cancel the last (7th) hit of Far C, but it has enough knockback that the super can fall out at long range, and (believe it or not) it does less damage.
1.5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236AC, 623C xx 236236K
390
45
1.5
26%
Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236P
462
155
1.5
40%
Corner
Punch Super only really works in the corner in most cases, and does better damage than Kick Super.
Heavy Starter xx 236AC, 623C xx 236236K
450
70
1.5
30%
Midscreen
Damage Route.
Heavy Starter xx Shatter Strike, (Dashup) cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C
400
210
1.5
45%
Midscreen
Metergain Route.
cl.C(1) xx 214AC, cl.C(1) xx 623C xx 236236K
519
140
1.5
35%
Midscreen
Point-blank cl.C Route.
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P
570
180
1.5
40%
Corner
Big ol' corner route. A note about these Heavy Starter corner routes, if you're relatively close to the corner, using 236AC can be a good alternative, as it will likely carry you to the corner and will only do slightly less damage than a 214AC route.
2 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236A xx 236236KK
443
145
2
24%
Midscreen
Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236P
555
155
2
35%
Corner
Light Starter, 5B xx Quick Mode, cl.C xx 214AC, (Microdash) cl.C(1) xx 236AC, 623C
386
115
2
35%
Midscreen
1000 MAX version.
Light Starter, 5B xx Quick Mode, cl.D xx 214AC, (Microdash) cl.C(1) xx 623C xx 236236K```
444
215
2
5%
Midscreen
1250 MAX required. Quick Mode routes are important, as it's your only option to confirm into big damage from a Light > Light frametrap. Example: cl.A (Blocked), 2A (Hit), 5B xx Quick (Confirmed). Alternatives are substituting the 5B for 2B, the cl.D for cl.C, and/or omitting the microdash cl.C juggle.
cl.D xx Quick Mode, cl.C(1) xx 214AC, cl.C(1) xx 623C xx 236236K```
510
210
2
5%
Midscreen
1250 MAX required. cl.D can be reaction cancelled into Quick Mode. This combo is here to serve as a sample of that.
Heavy Starter xx 214AC, 236AC, 623C xx 236236K
554
70
2
26%
Midscreen
Not really worth using Shatter Strike routes when spending this much meter. If you're going to spend it, spend it hard.
cl.C(1) xx 214AC, cl.C(1) xx 236AC, 623C xx 236236K
583
140
2
40%
Midscreen
We're reaching the point where getting the point-blank cl.C starter starts to have some diminishing returns. Not as important to land with larger meter use, but still better if available.
cl.C(3), cl.C(1) xx 214AC, 236AC, 623C xx 236236P
656
180
2
42%
Corner
Can also do Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P for 1 less damage. Whatever suits your fancy.
2.5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236AC, 623C xx 236236KK
517
45
2.5
25%
Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236PP
595
155
2.5
40%
Corner
Heavy Starter xx 214AC, 623C xx 236236KK
616
70
2.5
30%
Midscreen
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236PP
690
180
2.5
40%
Corner
3 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236A xx 236236K xx 236236PP
595
145
3
20%
Midscreen
KISS principle.
Light Starter xx Quick Mode, cl.D xx 236236P xx Climax
556
130
3
5%
Midscreen
1250 MAX required. 236236K is more consistent, but less damage.
Light Starter xx Quick Mode, cl.D xx 236A xx 236236K xx Climax
582
230
3
5%
Midscreen
1500 MAX required.
Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236PP
653
155
3
40%
Corner
Heavy Starter xx 214AC, 236AC, 623C xx 236236KK
681
70
3
26%
Midscreen
cl.C(3), cl.C(1) xx 623C xx 236236P xx 236236KK
768
180
3
40%
Corner
cl.C(1) xx 214AC, cl.C(3), 236AC, 623C xx 236236PP
760
180
3
40%
Corner
Double-EX combo converted into a 3-bar.
3.5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236AC, 623C xx 236236K xx 236236PP
640
45
3.5
25%
Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236P xx 236236KK
717
155
3.5
40%
Corner
Heavy Starter xx 214AC, 623C xx 236236K xx 236236PP
768
70
3.5
30%
Midscreen
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P xx 236236KK
832
180
3.5
40%
Corner
cl.C(3), cl.C(1) xx 214AC, 623A xx 236236P xx 236236KK
833
180
3.5
40%
Corner
4 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236A xx 236236K xx Climax
659
145
4
5%
Midscreen
Not really worth compared to the 3.5 bar route.
Light Starter xx Quick Mode, cl.D xx 236236PP xx Climax
661
130
4
5%
Midscreen
1250 MAX variant.
Light Starter xx Quick Mode, cl.D xx 236A xx 236236PP xx Climax
705
130
4
5%
Midscreen
1500 MAX variant.
Light Starter xx 236AC, 214AC, cl.C(3), 623A xx 236236P xx 236236KK
765
155
4
35%
Corner
MAX MODE, Heavy Starter xx 236A xx 236236K xx 236236PP xx Climax
1000+
170
4
0%
Anywhere
Heavy Starter xx 214AC, 236AC, 623C xx 236236K xx 236236PP
813
70
4
30%
Midscreen
Heavy Starter xx 214AC, cl.C(3), 236AC, 623C xx 236236P xx 236236KK
882
180
4
40%
Corner
4.5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Light Starter xx 236AC, 623C xx 236236K xx Climax
696
45
4.5
24%
Midscreen
Light Starter xx 236AC, cl.C(3), 623C xx 236236P xx Climax
781
155
4.5
30%
Corner
Heavy Starter xx 214AC, 623C xx 236236K xx Climax
832
70
4.5
30%
Midscreen
Heavy Starter xx 214AC, cl.C(3), 623A xx 236236P xx Climax
865
70
4.5
40%
Corner
Not really worth it compared to 4-bar route.
cl.C(3), cl.C(1) xx 214AC, 623A xx 236236P xx Climax
907
180
4.5
40%
Corner
Slightly better, but requires the cl.C starter.
5 Bars
Combo
Damage
Stun
Meter cost
Meter Gain
Location
notes
Any Starter xx 236A xx 236236KK xx Climax
803
145
5
Anywhere
Does 879 when starting from a cl.C.
cl.C(3), cl.C(1) xx 236C xx 236236PP xx Climax
976
180
5
Corner
Further Notes
-236236K is usually the only super available from midscreen enders. However, if you get a late connect 236A, such as from a ranged 2C, the opponent will juggle in such a way that allows for 236236P instead.
-236AC can sometimes lose hits, usually in midscreen juggles. There are very few instances where you will get all 8 hits, unfortunately. It already does less damage than 214AC, so this is mildly disappointing.
-236AC into 623C can be weirdly inconsistent, usually depending on odd factors such as the cancel timing between the 2B and 2A in a light confirm. Doing 2B 2A as fast as possible (when cornered) can lead to the opponent being too far away to get 623C, while delaying the 2A (as if you were linking it) will allow a followup. This may also be character dependent, not much testing done. (Why is 236AC so janky???)