KillaGthug4Life
Believe in Magic yet? Let us Dance
So NRS nerfed D'vorah pretty heavily in the recent patch, generally rightfully so because the fact she has a 50/50 after a f112 WGC string was pretty broken not gonna lie. The major down side is NRS has now made an extremely high execution character into an extremely more HIGHER execution because there is less plus frames of F112 (previously 16, now 11 I believe), and her WGC combos are 3 frames harder to execute.
Well Fuck! D'vorah is just a useless character now and no one should ever bother picking her up!
No.. that is incorrect... She may not be able to have F22 or B1 following F112 be a frame trap, nor F112 into F112 be a frame trap, but she still has some very viable pressure options that makes her at the least top 5 still. Here I'm going to break down what jails and then how to create pressure strings/mixups from that
Frame Traps
F112 WGC Frame traps. It jails solidly into these strings and moves:
2, 21, 212
d4
d1
1,11,113 (On standing and crouching opponents, but if they time a d1 perfectly while you hit your first standing 1, d1 will go under standing 1 and connect. Beats armor however)
F112 WGC 2 (21,212) is one of the most important cancels. Hugely because standing 2 is plus on block (+2) which is a frame trap into d1, or you can stagger string into another F112, F22, Swarm, or d4. D'vorah is now a character of mind games. When will the opponent try to poke out and when can you call them out on it. Furthermore if you complete the 212 string it combos on hit for a 30+%
F112 WGC D4 is the other essential cancel. It jails the opponent but more importantly it starts the high low mixup game. If D4 is a frame trap after this then you can condition the opponent to block low, and when they expect the frame trap, that's when you go into F22 into a full combo. D4 into Swarm is now ESSENTIAL to being successful. #mixups
F112 WGC D1 is really just more useful for D1 swarm. Which is a gimmick but it's so plus that the opponent must respect the next attack on block.
F112 WGC 1/11/113 is more useful for the sake of stagger strings and mixups, 11 is neutral on block, 113 is neutral on block and ends with an overhead. 11 into d4 or 113 is good mixup item. Also useful to do 11 into throw because your recovery is so quick.
PRESSURE STRINGS AND FOLLOW UPS!!!! <3
So, with all that said here are some pure PRESSURE strings. No mixups included, this is more chip and throw oriented. Keep in mind that two stagger strings leads to full stamina no matter what, and two swarms/one swarm and one stagger string on block leads to full stamina.
Pressure options after F112 WGC, 2
Thus far, the only true extended frame trap string D'vorah has is:
F112 WGC, 2, D1/ D1 Swarm
With that said, there are some possible followups for the F112 WGC, 2 pressure string. D1 Swarm is useful because it'll catch all jump outs or counter pokes on hit.
F112 WGC, 2, Throw
Simple, yet effective. Does 15.25% total if the grab goes through.
F112 WGC, 2, D4/ D4 Swarm
My preferred pressure tool because d4 on hit is +19, granting a 50/50 followup. And there is a 7 frame gap between 2 and D4, making this move very difficult for characters with slow pokes to counter.
F112 WGC, 2, F112 WGC...
Best way to continue the pressure right here. 10 frame gap but it is hard to read due to the animation, but this is your main tool to continue WGC chip pressure.
F112 WGC, 2, F22/B1 Combo
The ballsiest of all the possibilities, but still effective if they are respecting the followup after the plus frames on standing 2. A 14 frame gap on the F22, and a 9 frame gap on the B1.
F112 WGC, 212, Combo
It's no secret, when opponents see D'vorah use her standing 2, they know it's time to try and poke out or counter poke. This beats the poke by simply continuing the combo. Also, 212 WGC is safe on block, even possible to do 212 WGC followup if they're respecting it. Or 212 WGC block to punish the poke/armor. (212 WGC can be poked or armored out of, but is safe on block)
Pressure options after F112 WGC, D4 (Assuming D4 Hits)
My preferred followup after F112 because it conditions the opponent to the block low frame trap, far easier for you to mix it up with the F22 overhead combo. D4 SWARM IS ESSENTIAL TO LEARN
F112 WGC, D4, F112 WGC/F22 Combo/ B1 Combo
D4 is so plus you get a free F112, F22, or run and b1 followup, so mix dat shit up as you see fit.
F112 WGC, D4 Swarm, F112 WGC/ F22 Combo/ B1 Combo
Swarm followup after D4 is soooo good. It requires the opponent to block the swarm (which does 1.63% chip) and it gives us a free 50/50 or more chip. #winning
Pressure options after F112 WGC, 11/113
So, for some weird reason that happens to work out in our favor: standing one should hit high and miss crouching opponents, but after F112 WGC it still jails crouching opponents thus far in my testing. Both 11 and 113 and neutral on block, which gives us some really fun stagger string options. (Keep in mind there is a small gap that can be armored in the 11-3)
F112 WGC, 11, D4/F22 Combo
Pretty self explanatory, 113 ends in an overhead, they expect the overhead, you hit them with the low and go for mas pressure. When they expect the low just go for the F22 combo. Woof woof, wins.
F112 WGC, 113, D1/D1 Swarm
This is a test of who can press d1 the fastest because most characters have a 7 frame d1 like D'vorah. May the quickest trigger finger win!
F112 WGC, 11 WGC, Throw.
This is mostly for swag's sake because you can just do 11 - Throw, without the WGC. But damn it just looks soooo cool, and I've never had anyone react fast enough to this because the throw comes out so quickly
F112 WGC, 11 WGC, 2 (whatever the fuck ya wanna do next. #PlusStringLife)
Hard, very hard to pull off. Might need your fingers to do some olympic gymnastics, but it's doable. Very hard to react to and does descent chip: 4.75% + whatever your followup after standing 2 is.
Now! We can put all this pressure shenanigans together into these possible strings
F112 WGC, 2, F112, 11, D4, Swarm (Stamina Refilled) F112, 2, throw (With D4 and throw hitting: 26.63%)
F112 WGC, D4, F112, 2, Swarm, F11, Throw/113/D4/F112 WGC (Stamina Refilled), 11, WGC, Throw
(You can do whatever after your stamina refilled, but with D4 and Throw hitting: 25.5%)
F112 WGC, 2, D1, F112 WGC, 113, D1 Swarm, B12 Airthrow (With D1 hitting: 31.13%, With throw instead of low: 26.13%, With F22: 45.13%)
F112 WGC, 11 WGC, 2, D4 Swarm, F112 WGC, Throw (23.38% with D4)
F112 WGC, 2, F112 WGC, 11, D4 Swarm, F22 Combo (Midscreen with D4: 42.38%. Corner: 45.38%)
F112 WGC, 2, D4 Swarm, F112 WGC, F22 Combo (Midscreen with D4: 42.38%. Corner: 44.38%)
So, in conclusion I'd say D'vorah is still top 5 without a doubt. Raiden has corner carry combos, psshhh, bitch we got corner carry pressure strings that do 25+% chip with a throw and 30-50% of your life with a successful mixup.
@Take$$$
@Vak Phoenix
@Zoidberg747
@HoneyBee
@Under_The_Mayo
@Blind_Ducky
@ChatterBox
@TopTierHarley
Well Fuck! D'vorah is just a useless character now and no one should ever bother picking her up!
No.. that is incorrect... She may not be able to have F22 or B1 following F112 be a frame trap, nor F112 into F112 be a frame trap, but she still has some very viable pressure options that makes her at the least top 5 still. Here I'm going to break down what jails and then how to create pressure strings/mixups from that
Frame Traps
F112 WGC Frame traps. It jails solidly into these strings and moves:
2, 21, 212
d4
d1
1,11,113 (On standing and crouching opponents, but if they time a d1 perfectly while you hit your first standing 1, d1 will go under standing 1 and connect. Beats armor however)
F112 WGC 2 (21,212) is one of the most important cancels. Hugely because standing 2 is plus on block (+2) which is a frame trap into d1, or you can stagger string into another F112, F22, Swarm, or d4. D'vorah is now a character of mind games. When will the opponent try to poke out and when can you call them out on it. Furthermore if you complete the 212 string it combos on hit for a 30+%
F112 WGC D4 is the other essential cancel. It jails the opponent but more importantly it starts the high low mixup game. If D4 is a frame trap after this then you can condition the opponent to block low, and when they expect the frame trap, that's when you go into F22 into a full combo. D4 into Swarm is now ESSENTIAL to being successful. #mixups
F112 WGC D1 is really just more useful for D1 swarm. Which is a gimmick but it's so plus that the opponent must respect the next attack on block.
F112 WGC 1/11/113 is more useful for the sake of stagger strings and mixups, 11 is neutral on block, 113 is neutral on block and ends with an overhead. 11 into d4 or 113 is good mixup item. Also useful to do 11 into throw because your recovery is so quick.
PRESSURE STRINGS AND FOLLOW UPS!!!! <3
So, with all that said here are some pure PRESSURE strings. No mixups included, this is more chip and throw oriented. Keep in mind that two stagger strings leads to full stamina no matter what, and two swarms/one swarm and one stagger string on block leads to full stamina.
Pressure options after F112 WGC, 2
Thus far, the only true extended frame trap string D'vorah has is:
F112 WGC, 2, D1/ D1 Swarm
With that said, there are some possible followups for the F112 WGC, 2 pressure string. D1 Swarm is useful because it'll catch all jump outs or counter pokes on hit.
F112 WGC, 2, Throw
Simple, yet effective. Does 15.25% total if the grab goes through.
F112 WGC, 2, D4/ D4 Swarm
My preferred pressure tool because d4 on hit is +19, granting a 50/50 followup. And there is a 7 frame gap between 2 and D4, making this move very difficult for characters with slow pokes to counter.
F112 WGC, 2, F112 WGC...
Best way to continue the pressure right here. 10 frame gap but it is hard to read due to the animation, but this is your main tool to continue WGC chip pressure.
F112 WGC, 2, F22/B1 Combo
The ballsiest of all the possibilities, but still effective if they are respecting the followup after the plus frames on standing 2. A 14 frame gap on the F22, and a 9 frame gap on the B1.
F112 WGC, 212, Combo
It's no secret, when opponents see D'vorah use her standing 2, they know it's time to try and poke out or counter poke. This beats the poke by simply continuing the combo. Also, 212 WGC is safe on block, even possible to do 212 WGC followup if they're respecting it. Or 212 WGC block to punish the poke/armor. (212 WGC can be poked or armored out of, but is safe on block)
Pressure options after F112 WGC, D4 (Assuming D4 Hits)
My preferred followup after F112 because it conditions the opponent to the block low frame trap, far easier for you to mix it up with the F22 overhead combo. D4 SWARM IS ESSENTIAL TO LEARN
F112 WGC, D4, F112 WGC/F22 Combo/ B1 Combo
D4 is so plus you get a free F112, F22, or run and b1 followup, so mix dat shit up as you see fit.
F112 WGC, D4 Swarm, F112 WGC/ F22 Combo/ B1 Combo
Swarm followup after D4 is soooo good. It requires the opponent to block the swarm (which does 1.63% chip) and it gives us a free 50/50 or more chip. #winning
Pressure options after F112 WGC, 11/113
So, for some weird reason that happens to work out in our favor: standing one should hit high and miss crouching opponents, but after F112 WGC it still jails crouching opponents thus far in my testing. Both 11 and 113 and neutral on block, which gives us some really fun stagger string options. (Keep in mind there is a small gap that can be armored in the 11-3)
F112 WGC, 11, D4/F22 Combo
Pretty self explanatory, 113 ends in an overhead, they expect the overhead, you hit them with the low and go for mas pressure. When they expect the low just go for the F22 combo. Woof woof, wins.
F112 WGC, 113, D1/D1 Swarm
This is a test of who can press d1 the fastest because most characters have a 7 frame d1 like D'vorah. May the quickest trigger finger win!
F112 WGC, 11 WGC, Throw.
This is mostly for swag's sake because you can just do 11 - Throw, without the WGC. But damn it just looks soooo cool, and I've never had anyone react fast enough to this because the throw comes out so quickly
F112 WGC, 11 WGC, 2 (whatever the fuck ya wanna do next. #PlusStringLife)
Hard, very hard to pull off. Might need your fingers to do some olympic gymnastics, but it's doable. Very hard to react to and does descent chip: 4.75% + whatever your followup after standing 2 is.
Now! We can put all this pressure shenanigans together into these possible strings
- Keep in mind that two Swarms or two stagger strings or one of each in a row = refilling of Stamina.
- After every blocked Swarm, Every hit D4, or if they respect F112 cancel, you can use the high low mixup
F112 WGC, 2, F112, 11, D4, Swarm (Stamina Refilled) F112, 2, throw (With D4 and throw hitting: 26.63%)
F112 WGC, D4, F112, 2, Swarm, F11, Throw/113/D4/F112 WGC (Stamina Refilled), 11, WGC, Throw
(You can do whatever after your stamina refilled, but with D4 and Throw hitting: 25.5%)
F112 WGC, 2, D1, F112 WGC, 113, D1 Swarm, B12 Airthrow (With D1 hitting: 31.13%, With throw instead of low: 26.13%, With F22: 45.13%)
F112 WGC, 11 WGC, 2, D4 Swarm, F112 WGC, Throw (23.38% with D4)
F112 WGC, 2, F112 WGC, 11, D4 Swarm, F22 Combo (Midscreen with D4: 42.38%. Corner: 45.38%)
F112 WGC, 2, D4 Swarm, F112 WGC, F22 Combo (Midscreen with D4: 42.38%. Corner: 44.38%)
So, in conclusion I'd say D'vorah is still top 5 without a doubt. Raiden has corner carry combos, psshhh, bitch we got corner carry pressure strings that do 25+% chip with a throw and 30-50% of your life with a successful mixup.
@Take$$$
@Vak Phoenix
@Zoidberg747
@HoneyBee
@Under_The_Mayo
@Blind_Ducky
@ChatterBox
@TopTierHarley