Max Darius
Darius
Section titled “Darius”Midscreen Combos
Section titled “Midscreen Combos”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
{2xko} S2and{2xko} S2if they block the first hit
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
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
Medium 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 Combos
Section titled “Corner Combos”forward throw > M H 6H 2S1 > dash H 2H 2S1
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
- ‘3H {:2xko}’ is low
- Beats retreating guard
- on hit follow up with ‘6S2~S2 … {:2xko}’
- -6 on block
- Safe since far
3H(blocked) intoj.S1is really good to bait attacks
- can combo into
3S2Super 2 if 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
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
- Pusblock
- Press
Mor dashMafter pushblock - Press
S2tag after pushblock
- Press
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