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Darius

  • Easy {2xko} M 2M H 2H > j.M j.H j.S2 > Super 1 *
    • Corner ok
  • Easy {2xko} S2~S2 Super 2
    • 414 dmg
    • Corner ok
    • There is a gap between the {2xko} S2 and {2xko} S2 if they block the first hit
  • Medium Mid to Corner {2xko} M H 6S2 > M H 6S2~S2 > dash M H 6S2~6S2 Super 1 *
    • 604 dmg
    • Corner ok
    • Will drop if not close enough to the corner
    • The linked video doesn’t do dash {2xko} M because its in the corner but if you are midscreen you have to dash.
  • Medium Midscreen Variant {2xko} M H 6S2 > M H 6S2~S2 Super 2
    • Works anywhere
  • Medium-Hard Limit Strike `{2xko} M H 2H > j.H j.S1 j.H > 2H 2S1 dash 6H 2S1
    • 483 dmg
    • Corner ok
    • Better than the above combo but doesn’t work if you are too far from your opponent
  • Medium air hook `{2xko} j.S1 j.H > H 6H 2S1 > dash H 6H 2S1
  • Throw Combo {2xko} forward throw > dash 2S2 Super 2
  • Hard Anti-Air {2xko} 2H j.H j.S1 delay j.H > 5H 6H 2S1 > dash 5H 6H 2S1

*{2xko} Super 1 Side switches. If you want to keep the same side instead do {2xko} 2S2 Super 2. The downside is that it sends them further away

  • {2xko} M H 6S2~S2
    • Applies bleed
    • -6 on Block
  • {2xko} M H S1
    • Leads to mix
  • {2xko} L 3M
    • Overhead
      • Can do {2xko} Super 2 if it hits
  • {2xko} M H 3H
    • {2xko} 3H is low
    • Beats retreating guard
      • on hit follow up with {2xko} 6S2~S2 ...
    • -6 on block
      • Safe since far
      • {2xko} 3H (blocked) into {2xko} j.S1 is really good to bait attacks
    • can combo into {2xko} 3S2 Super 2 if it hits
  • Sajam Darius Guide
  • A lot of Blitz’s gameplan is applicable to Darius. I mostly talk about Darius specific stuff here.
  • When Midscreen
    • dash {2xko} M
    • {2xko} S2 and dash {2xko} S2 (red axe swing)
      • if they block do dash {2xko} M to bait parry
      • Doing the follow up ({2xko} S2~S2) on block is good if they don’t expect it
        • Applies Bleed which increases chip damage
        • There is a gap where they can parry
          • Delaying the follow up also baits parry
      • If it hits you can combo
    • {2xko} j.S1 (air hook)
      • Large disjoint
      • If it hits {2xko} j.S1 j.H > H 6H 2S1 > dash H 6H 2S1
        • 489 dmg
      • If they block it you block and its safe
        • If you don’t block they will {2xko} 2H you
      • Surprisingly good default neutral option
    • If you see your opponent whiff
      • just press {2xko} Super 2
        • Reaches super far
  • When you make them block
    • Use hook ({2xko} S1) for a mix-up
      • Has 3 follow ups
        • {2xko} S1~L
          • Overhead
          • if it hits do {2xko} M H 6S2~S2
          • Default option
          • Beats jump
          • Beats attacks
        • {2xko} S1~M
          • Applies bleed
          • Good if you use assist to extend block string.
        • {2xko} S1~H
          • Command throw
            • if it hits do {2xko} Super 1
          • Good if they block the overhead a lot
      • Can instead charge {2xko} S1 to bait parry
        • if {2xko} [S1] baits hits do {2xko} M H 6S2 > M H 6S2~S2
        • Cannot do follow-ups
      • Doing no follow up is also fine
      • Disables pushblock and retreating guard
      • Should combo into hook
        • {2xko} M H S1 ...
          • gap between {2xko} H and S1
    • {2xko} 3M is an overhead
      • {2xko} Super 2 if it hits
      • overhead > tag is good
  • {2xko} 2S2 (DP)
    • 1 hit of armor
    • Good on wakeup
      • If your opponent predicts this and blocks you will die
      • Loses to fast strings
      • Loses to meaty projectile setups
    • Good when you think there is a gap
    • Combos into {2xko} Super 2
    • Cannot call assist during this move
  • {2xko} 6T or {2xko} T (Tackle)
    • Fast
    • Far reaching
    • Wall bounces for a combo
    • Good for block strings
    • Good in neutral
    • Treat it like a big projectile almost
  • {2xko} 4T (Hook)
    • Disables retreating guard and pushblock
    • Good on block