Darius
Midscreen Combo
Section titled “Midscreen Combo”- Easy
M 2M H 2H > j.M j.H j.S2 > Super 1
- Corner ok
Easy
S2~S2 Super 2
- 414 dmg
- Corner ok
- There is a gap between the
S2andS2if they block the first hit
M H 6S2 > M H 6S2~S2 > dash M H 6S2~6S2 Super 1{:2xko}`
- 604 dmg
- Corner ok
- Will drop if not close enough to the corner
- The linked video doesn’t do dash
Mbecause its in the corner but if you are midscreen you have to dash.
Midscreen Variant
M H 6S2 > M H 6S2~S2 Super 2
- Works anywhere
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
Air Hook
j.S1 j.H > H 6H 2S1 > dash H 6H 2S1
forward throw > dash 2S2 Super 2
2H j.H j.S1 delay j.H > 5H 6H 2S1 > dash 5H 6H 2S1
*Super 1 Side switches. If you want to keep the same side instead do 2S2 Super 2. The downside is that it sends them further away
Corner Combo
Section titled “Corner Combo”- Limit Strike Throw Combo
forward throw > M H 6H 2S1 > dash H 2H 2S1 - Air Throw Combo
air throw > j.S1 j.M M H 6H 2S1 > dash H 6H 2S1
Block Strings
Section titled “Block Strings”M H 6S2~S2
- Applies bleed
- -6 on Block
M H S1
- Leads to mix
L 3M
- Overhead
- Can do
Super 2if it hits
- Can do
M H 3H
3His low- Beats retreating guard
- on hit follow up with
6S2~S2 ...
- on hit follow up with
- -6 on block
- Safe since far
3H (blocked)intoj.S1is really good to bait attacks
- can combo into
3S2 Super 2if it hits
Gameplan
Section titled “Gameplan”- Sajam Darius Guide
- A lot of Blitz’s gameplan is applicable to Darius. I mostly talk about Darius specific stuff here.
- When Midscreen
- dash
M- Outranges most characters
- Slightly disjointed
- Poke with
S2and dashS2(red axe swing)- if they block do dash
Mto bait parry - Doing the follow up (
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
- if they block do dash
j.S1(air hook)- Large disjoint
- If it hits
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
2Hyou
- If you don’t block they will
- Surprisingly good default neutral option
- If you see your opponent whiff
- just press
Super 2- Reaches super far
- just press
- dash
- When you make them block
- Use hook (
S1) for a mix-up- Has 3 follow ups
S1~L- Overhead
- if it hits do
M H 6S2~S2 - Default option
- Beats jump
- Beats attacks
S1~M- Applies bleed
- Good if you use assist to extend block string.
S1~H- Command throw
- if it hits do
Super 1
- if it hits do
- Good if they block the overhead a lot
- Command throw
- Can instead charge
S1to bait parry- if
[S1]baits hits doM H 6S2 > M H 6S2~S2 - Cannot do follow-ups
- if
- Doing no follow up is also fine
- Disables pushblock and retreating guard
- Should combo into hook
M H S1 ...- gap between
H and S1
- gap between
- Has 3 follow ups
3Mis an overheadSuper 2if it hits- overhead > tag is good
- Use hook (
Defense
Section titled “Defense”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
Super 2 - Cannot call assist during this move
Assists
Section titled “Assists”6TorT(Tackle)- Fast
- Far reaching
- Wall bounces for a combo
- Good for block strings
- Good in neutral
- Treat it like a big projectile almost
4T(Hook)- Disables retreating guard and pushblock
- Good on block