Darius
Midscreen Combo
Section titled “Midscreen Combo”- 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} S2and{2xko} S2if 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} Mbecause 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
Corner Combo
Section titled “Corner Combo”- Limit Strike Throw Combo
{2xko} forward throw > M H 6H 2S1 > dash H 2H 2S1 - Air Throw Combo
{2xko} air throw > j.S1 j.M M H 6H 2S1 > dash H 6H 2S1
Block Strings
Section titled “Block Strings”{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 2if it hits
- Can do
- Overhead
{2xko} M H 3H{2xko} 3His low- Beats retreating guard
- on hit follow up with
{2xko} 6S2~S2 ...
- on hit follow up with
- -6 on block
- Safe since far
{2xko} 3H (blocked)into{2xko} j.S1is really good to bait attacks
- can combo into
{2xko} 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
{2xko} M- Outranges most characters
- Slightly disjointed
{2xko} S2and dash{2xko} S2(red axe swing)- if they block do dash
{2xko} Mto 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
- if they block do dash
{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} 2Hyou
- If you don’t block they will
- Surprisingly good default neutral option
- If you see your opponent whiff
- just press
{2xko} Super 2- Reaches super far
- just press
- dash
- 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
- if it hits do
- Good if they block the overhead a lot
- Command throw
- Can instead charge
{2xko} S1to bait parry- if
{2xko} [S1]baits hits do{2xko} M 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
{2xko} M H S1 ...- gap between
{2xko} H and S1
- gap between
- Has 3 follow ups
{2xko} 3Mis an overhead{2xko} Super 2if it hits- overhead > tag is good
- Use hook (
Defense
Section titled “Defense”{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
Assists
Section titled “Assists”{2xko} 6Tor{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