What's new

General/Other - Swarm Queen Mustards' D'Vorah Swarm Queen Guide - MCM EXPO

PND_Mustard

"More stealthful than the night"
Premium Supporter
Hey folks,

Yesterday I was lucky enough to get about 2 hours on MKX at the MCM London Expo, I used D'Vorah exclusively, and only played her Swarm Queen variation, Considering I knew I'd have limited time.

I played as much as possible, against fellow attendees @PND_Ketchup and @PND i2 Gaug3 , in the time I had I tried to figure out as much as possible about her, and decided to put this out with as much information as I could remember.

Disclaimer: Please keep in mind this is all from an early build of the game, and is NOT final, all info is subject to change.

Swarm Queen Specials:

Insect Lift (DB1):

Slow startup, low hitting, tracks opponents location from any range, stuns opponent for a few seconds, puts them in an airborne juggle state, if it hits from fullscreen it can still be combo'd from if you utilise your run.

Once the move had reached a certain point, even if D'Vorah was struck in the middle of it, the move would still track them as normal, forcing them to block.

MB - Appeared to cover more space on the ground, possibly inescapable by jump?

Insect Throw (DF1):

Projectile, very slow startup, appeared to be + on block and would put the opponent in a dazed state of shooing the bugs away, appeared to do a normal amount of damage for a projectile.

MB - Faster start up, didn't notice much other difference.

Universal Special:

Stinger stab (DB4):

D'Vorah attacks with a flurry of long ranged stabbing attacks from various legs, quick start up and decent damage, seemingly her go to special to end strings/combos. safe on block.

MB - More hits, faster(?), more damage.

Air Throw (DL1-DLB):

Standard air throw, can be done in any airborne state.

X-Ray (Shoulder buttons):

Overhead, very quick, covered sweep distance. Great anti-air and combos into easily. No follow up juggle after.

Key Normals:

These are the normals she had that I found myself using the most, she had more than I will list, but unfortunately I couldn't remember a whole moves list after a few hours.

1: Quick jab, high hitting, begins a number of strings.
F1: Shoulder barge, mid hitting, very fast start up.
B1: Low, short range.

2: Slapping attack, high hitting, begins a few strings, slower than 1.
F2: Long reaching overhead, begins great overhead string.

3/4: Standing kicks, wasn't able to look into them too much.
F3: Overhead, begins overhead launching string.
B3: Standing scissor kick, long startup, knocks down.

B4: Low sweep.

D1: Quick crouching jab, stinger extends from D'Vorah's hand. (Like Baraka/Kitana in MK9)
D2: Uppercut, amazing anti air, covers lots of screen space and D'Vorah ducks low whilst long stingers stab upward.
D3: Quick low stinging attack, covers sweep distance.
D4: Low swiping attack, didn't ind myself using it instead of D3.

NJ1/2: Bounces opponent into the air similar to MK9, tremendous reach.
NJ3/4: Mid air flip kick, splats opponent into the ground

JIP1/2: D'Vorah lunges with an angled stinger from her hands, can be combo'd from on hit.
JIP3: Low angled jump kick, can be combo'd from on hit.
JIP4: Front kick, heavy damage, knocks back on hit.

Key Strings

112: Quick 3 hit string, ends with opponent left standing with D'Vorah seemlingly at + frames.
113: Ends with a hard knockdown instead.
B12: Low starter, leaves D'Vorah airborne with the opponent, sends opponent fullscreen if hit, D'Vorah enters airborne state on block as well.
B14: 2 hit low string.
F112: 3 hits, fast startup, ends in knockdown, mid hitting.

212: Ends in overhead, can be interrupted on between 2nd and 3rd hits on block, last hit launches opponent into the air.
214: Ends in a backflip kick, mid hitting, seemingly + frames on block.
F224: 3 hit long range overhead string, ends in fullscreen dropkick.

F34: Overhead scissor kick string, sends opponent in a juggle state. (Similar to Killer Frost's U3)
F34,1+3: Last hit is highly damaging, D'Vorah stabs the opponent when directly above her, sends them flying away from her.

Combos - Demo build so damage is likely to change

212, JIP1, 21-DB4

B12-Air Throw

F34, B12-Air Throw

212, NJP, F34, 21-DB4
212, NJP, F34,1+3 (highest damage I could find at 32%)
212, NJP, F34, B12-Air Throw

DB1, F34, 21-DB4
DB1, F224
DB1, F22-DB4

Air to air 1/2, F34, 21-DB4
Air to air 1/2, F224 (longer reach)

X-Ray combo:

JIP1/2, 212, NJP, F34, 1-X-Ray (45%)

Conclusion:

After playing her for a few hours, and putting all these attacks into use, it feels like Swarm Queen is intended to counter zone, and play at a mid type of distance, with good damage off of 212 as a punish, and great reach on her normals, this feels like her strongest distance to play.

Her specials allow her to get in from any distance, and you always have the option of keeping the opponent in arms reach by ending any hit in DB4, which reinforces this theory IMO.

Hopefully this information is of some use to you all, I mainly put this together for those of you who will also have the chance to play her before release, and keeping this info in mind (provided it doesn't change) will hopefully help kickstart your experience so you can spend less time figuring out what her attacks do, giving you maximum time to enjoy the game and have as much fun as I did.

Cheers folks!

 
Last edited:

AK L0rdoftheFLY

I hatelove this game
Hey folks,

Yesterday I was lucky enough to get about 2 hours on MKX at the MCM London Expo, I used D'Vorah exclusively, and only played her Swarm Queen variation, Considering I knew I'd have limited time.

I played as much as possible, against fellow attendees @PND_Ketchup and @PND i2 Gaug3 , in the time I had I tried to figure out as much as possible about her, and decided to put this out with as much information as I could remember.

Disclaimer: Please keep in mind this is all from an early build of the game, and is NOT final, all info is subject to change.

Swarm Queen Specials:

Insect Lift (DB1):

Slow startup, low hitting, tracks opponents location from any range, stuns opponent for a few seconds, puts them in an airborne juggle state, if it hits from fullscreen it can still be combo'd from if you utilise your run.

Once the move had reached a certain point, even if D'Vorah was struck in the middle of it, the move would still track them as normal, forcing them to block.

MB - Appeared to cover more space on the ground, possibly inescapable by jump?

Insect Throw (DF1):

Projectile, very slow startup, appeared to be + on block and would put the opponent in a dazed state of shooing the bugs away, appeared to do a normal amount of damage for a projectile.

MB - Faster start up, didn't notice much other difference.

Universal Special:

Stinger stab (DB4):

D'Vorah attacks with a flurry of long ranged stabbing attacks from various legs, quick start up and decent damage, seemingly her go to special to end strings/combos. safe on block.

MB - More hits, faster(?), more damage.

Air Throw (DL1-DLB):

Standard air throw, can be done in any airborne state.

X-Ray (Shoulder buttons):

Overhead, very quick, covered sweep distance. Great anti-air and combos into easily. No follow up juggle after.

Key Normals:

These are the normals she had that I found myself using the most, she had more than I will list, but unfortunately I couldn't remember a whole moves list after a few hours.

1: Quick jab, high hitting, begins a number of strings.
F1: Shoulder barge, mid hitting, very fast start up.
B1: Low, short range.

2: Slapping attack, high hitting, begins a few strings, slower than 1.
F2: Long reaching overhead, begins great overhead string.

3/4: Standing kicks, wasn't able to look into them too much.
F3: Overhead, begins overhead launching string.
B3: Standing scissor kick, long startup, knocks down.

B4: Low sweep.

D1: Quick crouching jab, stinger extends from D'Vorah's hand. (Like Baraka/Kitana in MK9)
D2: Uppercut, amazing anti air, covers lots of screen space and D'Vorah ducks low whilst long stingers stab upward.
D3: Quick low stinging attack, covers sweep distance.
D4: Low swiping attack, didn't ind myself using it instead of D3.

NJ1/2: Bounces opponent into the air similar to MK9, tremendous reach.
NJ3/4: Mid air flip kick, splats opponent into the ground

JIP1/2: D'Vorah lunges with an angled stinger from her hands, can be combo'd from on hit.
JIP3: Low angled jump kick, can be combo'd from on hit.
JIP4: Front kick, heavy damage, knocks back on hit.

Key Strings

112: Quick 3 hit string, ends with opponent left standing with D'Vorah seemlingly at + frames.
113: Ends with a hard knockdown instead.
B12: Low starter, leaves D'Vorah airborne with the opponent, sends opponent fullscreen if hit, D'Vorah enters airborne state on block as well.
B14: 2 hit low string.
F112: 3 hits, fast startup, ends in knockdown, mid hitting.

212: Ends in overhead, can be interrupted on between 2nd and 3rd hits on block, last hit launches opponent into the air.
214: Ends in a backflip kick, mid hitting, seemingly + frames on block.
F224: 3 hit long range overhead string, ends in fullscreen dropkick.

F34: Overhead scissor kick string, sends opponent in a juggle state. (Similar to Killer Frost's U3)
F34,1+2: Last hit is highly damaging, D'Vorah stabs the opponent when directly above her, sends them flying away from her.

Combos - Demo build so damage is likely to change

212, JIP1, 21-DB4

B12-Air Throw

F34, B12-Air Throw

212, NJP, F34, 21-DB4
212, NJP, F34,1+3 (highest damage I could find at 32%)
212, NJP, F34, B12-Air Throw

DB1, F34, 21-DB4
DB1, F224
DB1, F22-DB4

Air to air 1/2, F34, 21-DB4
Air to air 1/2, F224 (longer reach)

X-Ray combo:

JIP1/2, 212, NJP, F34, 1-X-Ray (45%)

Conclusion:

After playing her for a few hours, and putting all these attacks into use, it feels like Swarm Queen is intended to counter zone, and play at a mid type of distance, with good damage off of 212 as a punish, and great reach on her normals, this feels like her strongest distance to play.

Her specials allow her to get in from any distance, and you always have the option of keeping the opponent in arms reach by ending any hit in DB4, which reinforces this theory IMO.

Hopefully this information is of some use to you all, I mainly put this together for those of you who will also have the chance to play her before release, and keeping this info in mind (provided it doesn't change) will hopefully help kickstart your experience so you can spend less time figuring out what her attacks do, giving you maximum time to enjoy the game and have as much fun as I did.

Cheers folks!

which characters did you play against and how did they feel?
 

ChatterBox

Searching for an alt.
@PND_Mustard Thanks for the info!I

I'm surprised she only has two universal specials, guess I was expecting more. I think this character is both the coolest of revealed cast so far, and hopefully plays the way I want. This is excellent stuff!
 

PND_Mustard

"More stealthful than the night"
Premium Supporter
which characters did you play against and how did they feel?
Sub Zero - He is a LOT faster, and his slide punishes both the insect lift and insect throw on reaction very easily, so this might be a matchup worth using a different variation for if the startup remains as is for them both, also when in unbreakable his parry also parries lows, so it's an option you have to respect at all times.

Quan Chi - His trance game is very similar to MK9, he will likely have some way to guarantee a 50-50 off of it as he also has a low string that lanches, but has an overhead that can be cancelled into trance, but is VERY unsafe. Ketchup only used the Sorcerer variation so made full use of Instant air skulls/Ground bursts to keep me out, definitely looked like you needed insect lift to go for the trade/force his block so you can try to work your way in, his teleport can also be used in the air again and is faster if instant aired, which punished my lift/bug throw on reaction also.

Kano - Limited experience as I didn't play 12 Gauge as much because he had less time with the game as Ketchup and I, so we wanted him to be able to have some lab time before playing, Seemed to hit very hard, he seems to have a lunging knee normal which covers similar distance to her F2, could be a very fun mid range game in the Knife fighter style.
 

testyourpatience

Ya'll stingy
insect lift sounds nice despite the slow startup

for the insect throw, do you mean the opponent would shoo the bugs away on block too or on hit only?

stinger stab safe on block, woot!

overhead xray, nice. can it only be used in air like batgirl's super?

F1: Shoulder barge: oh that must be the charge attack i saw her do. it looked really fast, had very short range, and i thought it was a special move, but i guess not. it looked like she had different followups from it so i thought it was like batgirl's cartwheel, but i guess it's just different strings.

her standing 2 is a high? :confused:

F34 - killer frost's u3, except better!
 

PND_Mustard

"More stealthful than the night"
Premium Supporter
insect lift sounds nice despite the slow startup

for the insect throw, do you mean the opponent would shoo the bugs away on block too or on hit only?

stinger stab safe on block, woot!

overhead xray, nice. can it only be used in air like batgirl's super?

F1: Shoulder barge: oh that must be the charge attack i saw her do. it looked really fast, had very short range, and i thought it was a special move, but i guess not. it looked like she had different followups from it so i thought it was like batgirl's cartwheel, but i guess it's just different strings.

her standing 2 is a high? :confused:

F34 - killer frost's u3, except better!
on block insect throw was just blocked as normal, but it looked like she was + by quite a margain, on hit the opponent swats around their head clearing the bugs away.
 

testyourpatience

Ya'll stingy
on block insect throw was just blocked as normal, but it looked like she was + by quite a margain, on hit the opponent swats around their head clearing the bugs away.
very nice. do you think it's enough to run towards and combo while they're swatting the bugs away? btw all her stinger specials+normals sound AWESOME. no overpowered trident rush damage, though.
 

SkaGoogle

Tailgates & Tan-lines !
looking great but my main is still sub zero right now. But love all the info I think the mu's in this game are going to be very interesting with every character having 3 variations it should allow for some great tournament strats.
 

PND_Mustard

"More stealthful than the night"
Premium Supporter
very nice. do you think it's enough to run towards and combo while they're swatting the bugs away? btw all her stinger specials+normals sound AWESOME. no overpowered trident rush damage, though.
This I'm not too sure about, so much more questions I wish I had the time to find out D:
 

Qwark28

Joker waiting room
Sub Zero - He is a LOT faster, and his slide punishes both the insect lift and insect throw on reaction very easily, so this might be a matchup worth using a different variation for if the startup remains as is for them both, also when in unbreakable his parry also parries lows, so it's an option you have to respect at all times.
So they basically said "we gave qwark a shitty parry char last time, lets make up for it now"