Strategies and Setups
This is the part I'm really excited to get into. Thanks to
@Under_The_Mayo , for labbing a lot of these setups.
J1
The core of D'Vorah's offense is her j1. It can be used very similarly to Catwoman's j2 in the Injustice series. If the opponent isn't anti-airing effectively, then you've essentially already won the match.
Every time you connect a j1 on hit or block, the opponent has to guess between your overhead, low, throw, or pressure strings. Only the overhead option is unsafe. This is an excellent way to jail into her slow-ass f1 and f2 strings, and makes it even easier to confirm them into her amplified db1 for a kombo.
If my opponent seems to have trouble anti-airing, I abuse this move as if she's unable to start her offense otherwise. Neutral-jump-1 is amazing on knockdown. Forward-jump-1 is amazing for starting pressure. Back-jump-1 is even super effective thanks to the incredible reach of the j1. Seriously, I cannot overstate how important this move is to her overall gameplan.
Katipo Rush Loops
Katipo Rush (db4) against a grounded opponent is essentially a low-damage +13 standing reset. It jails into her 7-frame standing 1, so you can easily loop 12~db4 until the opponent finally blocks the db4.
In the corner you can just loop 12~db4 over and over. Midscreen, you need to do a tiny dash between loops. To practice the timing, set the opponent to jump and then try hitting them with as many loops as possible without letting them become airborne. So just 12~db4-ff~12~db4-ff12... and so on.
Once your opponent starts respecting the +13 restand, your options open up exponentially. You can start staggering the 1 and 12 into throws, lows, overheads, and other strings. You can also just go into any of those options after the db4, since the opponent will probably be blocking. You can even stagger 12 into itself, since it's +13 on hit as well. Every time you land a db4, the opponent is put into a 25/25/25/25 situation between the low, overhead, and forward and back throws.
Each iteration of the loop only does 9% damage, but you'd be surprised how many players will get hit by multiple repetitions. If you hit them twice and then catch them with a throw, that's 32% meterless damage.
If the opponent blocks the db4, you can amplify it on reaction to keep it -4. You can d1~db4 after this to force the opponent to respect your d1, which essentially limits them to counter-poking or attempting a throw. If they don't block correctly our counter-poke you, they're put back into the loop.
Once your opponent starts respecting the amplified db4, you can start getting away without amplifying the normal version on block as long as you have meter. This can be risky, but it can save you some meter and is tough for an opponent to punish if they're watching out for the amplified version.
Here are some options after hitting with db4. Just realize that any option ending in db4 continues the loop:
- 1 into any stagger or extension, such as 1-throw, 12-throw, 121, 12~db4, etc.
- 1 or any extension canceled into df3.
- b3 into db4, b34, or df3
- d1 canceled into db4, df3, or staggered into throw or another d1 if the opponent is respecting d1 on block due to d1~db4
- f4 overhead
- sweep
- throw
- f2 and all extensions and staggers such as f23~db4, f2-throw, etc.
- neutral jump 1 or 3
- walk back, whiff punish or anti-air df2
D1~db4 is an excellent option if they block any of your staggers. For instance, following a successful db4 with 12 stagger can cause the opponent to want to press buttons, but they have to wait to make sure you didn’t do 121 or 12~db4, so your d1 is almost assured to beat any option other than block.
Strepsiptera Setups
I need to experiment more with what all you can do with this move, but I'll go ahead and cover the basics. The bugs that launch from both versions of this move will track the opponent, so once they're hatched, D'Vorah has relative freedom to do as she likes. Be careful, though, because they do such low damage that any trades will probably be in your opponent's favor. They will go away if anyone is hit with a KB or FB.
The amplified version releases 3 bugs. If D'Vorah can throw the opponent within range of the bugs and before the 1st bug hits, then the 1st bug will knock her out of the throw, but the 2nd and 3rd bugs will keep the opponent in a kombo state, allowing D'Vorah to get up and kombo them. But remember, if you go for a throw and the opponent d2 KB's your ass, your bugs will be obliterated.
Against a cornered opponent, setting down an amplified df3 allows D'Vorah to safely go for her 50/50 and other pressure. Once the opponent is locked down, she can freely use db1 into a f4 hard-to-blockable.
Though you can end kombos with df3 into setups, you have to sacrifice some damage to do so. If you choose to end your kombos into a setup, I've found ending with standing 4~df3 to leave you with the most damage and + frames. For instance, in the corner, I might do j1~f22~db1(amp)-4~df3(amp), neutral-jump 1. That kombo does 19% damage. The final j1 will hit the opponent after they wake up, whether they jump or not. If they do jump, the j1 will knock them down into the bugs, allowing for a kombo. If they don't jump, they are jailed into D'Vorah's mix options. If they delay their wakeup then the j1 will whiff but they'll be jailed by the bugs when they do wake up. If they try to forward-roll, the j1 will catch them, jailing into her options before being further jailed by the bugs. If you follow the j1 with a throw, it will lead into the throw setup I discussed above. This setup seems to avoid most getup attacks, though if the opponent does a getup attack, they will be jailed by the bugs and D'Vorah will have plenty of time to recover and start her pressure.
I just discovered that if you put down an amplified Strepsiptera and then hit with her b34, the opponent will remain in a juggled state, allowing for a kombo. Even just doing a d2 will net you a nice 25% damage.
@Second Saint Even if they block the low, the bugs will prevent them from being able to substantially punish the setup.
(Air) Ticking Time Bug Setups
As I said before, this move is a bit of a bill. This is primarily due to the
insanely long recovery. The opponent has all the time in the world to punish D'Vorah for using it, and the hitbox is so tiny that it's very easily avoidable. In some matchups it's absolute suicide to try to put out a ticking time bug, but they can be very useful in others.
I'll use the full-screen bug against zoners like Skarlet and Cetrion, though their teleports can make it very risky to do so. Using a combination of ticking time bugs, db1u, and bf1 can make it difficult for the enemy zoner to find their rhythm due to all of the crazy delayed blockstun.
Midscreen, I'll sometimes plop one down about sweep distance in front of my opponent. This makes it impossible for them to advance for a few seconds. Spaced correctly, this allows D'Vorah to use her f22 and f12 strings without fear of punishment. I'll also use this tactic against a cornered opponent to keep them locked down. Once you've safely put the time bug down, you're free to plop down a df3 as well and really get your pressure going.
The Amplified version is where things really start to get interesting. You want to practice aiming the standard time bug so it lands on your opponent. Doing so will allow the amplified version to put down bugs in front of and behind the opponent, effectively boxing them in. D'Vorah can then pretty much go nuts until the bugs are above head-level. I've found that f13 is an excellent string to use. It's safe enough to stagger, but if it hits, it will usually knock the opponent into a bug, allowing you to kombo into standing-4~df3 for around 20% damage into a setup.