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Darrius

Pan1cMode

AUS FGC represent!
I think he's pretty interesting. I feel like he has a lot of potential for pressure n mixups that I haven't really seen ppl utilize yet
Issue is he has such a huge cool down, and his ambush requires full bar. I’ve seen him used a bit with reiko and geras, but not much outside that.
 

kabelfritz

Warrior
i think darrius needs some help imo but he is also only one careless buff away from being completely broken. but i have an idea (big and red if you want to skip the explanation):

Darrius main thing is to end a juggle with knockdown into hard-to block (quick low/overhead) setup (k, fk). darrius fk overhead can be delayed freely over the duration of roughly a 2-hit string. i have tested this with a couple of characters and the best for this setup are those with a double low like raidens f43, so darrius has 2 chances for the hard-to-blockable. but these setups can be avoided in 2 ways:
  • 1st: if darrius hits early, the wakeup can be delayed and darrius spent a whole bar for nothing
  • 2nd: if darrius hits late, the setup can be armored through and darrius spent a whole bar for nothing
it is a guess, but still too easy to avoid to be worth a whole kameo bar, especially given the fact that the opponent could still block the setup. the attacker will play without kameo for a whole round for nothing if they guess the 50/50 wrong.

there is one alternative to set this up: do it when the opponent has no meter, so he can only delay his wakeup and you can always go for the late darrius mixup. this also makes the setup more viable for chars with only mid->low strings or sth. the problem is that this setup is best done as kombo ender, so your opponent will almost always have a bar, even if he has zero when the combo starts, which makes this setup kinda obsolete as well

this leads me to my buff idea: add a meter drain to darrius 1-bar costing ambush (k). this way he will preserve his playstyle but will be more effective in it. if you make k cost just half a bar, it will be his only tool used while the other tools have the same issues. just lowering the regeneration time will lead to a similar outcome. but draining a bar of meter with k will lead to guaranteed hard-to block setups more often, usually once a round. i think thats fair as its an inescapable reset into hard to block which you can get 300+ damage from. no need to have this more than once a round. i realize kameo wakeups might still be a factor in this but i dont think its that bad, or that there could be another work around found.
 

Marinjuana

Up rock incoming, ETA 5 minutes
Darrius (Kameo)
  • Added Heelturn (Down + R1), a new Ambush Attack that can only be performed when the opponent is knocked down or about to land after being hit
  • Eat Dirt can now be delayed for a slightly longer duration
  • After executing The Double Whammy, the recharge delay is slightly shorter & the recharge rate has been increased
  • After executing Double Daegon Kick, the recharge delay is slightly shorter & the recharge rate has been increased
  • After executing Twister Kicks, the recharge delay is shorter
  • After executing Volleyballistic, the recharge rate has been increased
 

The Hex Man

Dojo Trainee
You can kinda wait a bit after knocking them down with his new ambush. It's kinda cool. It doesn't have to be immediately apparently. Lol the CPU did it on me with geras and he was literally getting free grabs off me. Lol powerful stuff
 

kabelfritz

Warrior
soo i think this kameo does need some attention. it seems logical that his overhead setup works well with armor breaking double lows. you can always delay it to hit the delayed getup option, while your low armorbreak covers the quick getup. so you cover both delay options, are immune against wakeup armor, the low and overhead will create a hard-to blockable setup and the overhead makes you safe. sounds pretty awesome right?

characters that can do this from the top of my head are:

  • baraka
  • scorpion
  • omni-man
tanyas doesnt work as the first hit needs to connect for the string to work, which is not the case when the getup is delayed.

does anyone else know chars which could do this?
 
soo i think this kameo does need some attention. it seems logical that his overhead setup works well with armor breaking double lows. you can always delay it to hit the delayed getup option, while your low armorbreak covers the quick getup. so you cover both delay options, are immune against wakeup armor, the low and overhead will create a hard-to blockable setup and the overhead makes you safe. sounds pretty awesome right?

characters that can do this from the top of my head are:

  • baraka
  • scorpion
  • omni-man
tanyas doesnt work as the first hit needs to connect for the string to work, which is not the case when the getup is delayed.

does anyone else know chars which could do this?
Doesnt it work with any characters sweep ? I also use with ermacs 123 string and his d4
 

zerosebaz

What's the point of a random Krypt?
Does anyone else feels like Darrius needs his spin move to be an ambush that takes you out of whatever anymation you are doing, like Motaro/Lao's Teleport or Khameleon's lift? I Think it would make sense

Also, it would be cool to be able to do the double kick by itself.
 

Mikemetroid

Who hired this guy, WTF?
Lead Moderator
When did they adjust the pushback on the darrius kicks?? they send people flying on block now??
 

kabelfritz

Warrior
Does anyone else feels like Darrius needs his spin move to be an ambush that takes you out of whatever anymation you are doing, like Motaro/Lao's Teleport or Khameleon's lift? I Think it would make sense

Also, it would be cool to be able to do the double kick by itself.
it is an ambush and i dont see why it should take you out of an animation? it works as kombo extension just fine. and what double kick? darrius' system is pretty free-flow, dunno if theres anything he cant do as standalone.
 

Archgamer

Mortal
Raiden/Darrius is interesting. I've encounter players using the duo in online matches and Sonicfox thinks it's a nasty team. However very few Raiden players are willing to try it out because they want to stay braindead with Kano going all the way back to prepatch Cyrax since day 1.

Ketchup played Sub-Zero/Darrius too which also has interesting dynamics. The problem is that Sub has to get things going on his own. He sucks without Khameleon. And Darrius doesn't help with neutral.
 

kabelfritz

Warrior
Raiden/Darrius is interesting. I've encounter players using the duo in online matches and Sonicfox thinks it's a nasty team. However very few Raiden players are willing to try it out because they want to stay braindead with Kano going all the way back to prepatch Cyrax since day 1.

Ketchup played Sub-Zero/Darrius too which also has interesting dynamics. The problem is that Sub has to get things going on his own. He sucks without Khameleon. And Darrius doesn't help with neutral.
i have labbed raiden/darrius for hours back at launch and it was not possible to create reliable, safe hard to block setups except for the very rare and unlikely situation that your opponent gets knocked down without meter after a combo. it might be a bit different today since darrius can do the overhead raw against knocked down opponents, back then it basically had to be a combo ender, so they always had built meter for wakeup. but even now its still a hard read on armored or delayed wakeup most of the times.
 
i have labbed raiden/darrius for hours back at launch and it was not possible to create reliable, safe hard to block setups except for the very rare and unlikely situation that your opponent gets knocked down without meter after a combo. it might be a bit different today since darrius can do the overhead raw against knocked down opponents, back then it basically had to be a combo ender, so they always had built meter for wakeup. but even now its still a hard read on armored or delayed wakeup most of the times.
raw ex low lightning plus overhead darius would be filthy
 

Baconlord

Proud follower of the church of Cetrion
Darrius's new move also has followups like Tornado Kick but it still only takes 50% Kameo, when blocked the first followup is +8 On Block
Look that's me.

Few more notes on this move. The way it works is you call the ambush version of his overhead kick, hold kameo to delay it, and when in throw range hit stance switch to activate it.