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Max Darius

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} S2 and {2xko} S2 if they block the first hit

Medium Mid to Corner

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

M H 6S2 > M H 6S2~S2 Super 2
  • Works anywhere

Medium-Hard Limit Strike

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

Throw Combo

forward throw > dash 2S2 Super 2

Hard Anti-Air

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

Limit Strike Throw Combo

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
M H 6S2~S2
  • Applies bleed
  • -6 on Block
M H S1
  • Leads to mix
L 3M
  • Overhead
    • Can do {2xko} Super 2 if it hits
M H 3H
  • 3H is low
  • Beats retreating guard
    • on hit follow up with 6S2~S2 …
  • -6 on block
    • Safe since far
    • 3H (blocked)into{2xko} j.S1 is really good to bait attacks
  • can combo into 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