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!
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!
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